From 45fd214ffe472d926ab2d125621002f0ad6e3134 Mon Sep 17 00:00:00 2001 From: "Richard C. Gobeille" Date: Wed, 29 Apr 2020 22:10:48 -0700 Subject: [PATCH] Duke3d: remove interpolation fixups from subway These aren't needed anymore after Striker's patch to improve overall interpolation. --- source/duke3d/src/actors.cpp | 22 ---------------------- 1 file changed, 22 deletions(-) diff --git a/source/duke3d/src/actors.cpp b/source/duke3d/src/actors.cpp index d092f07d9..409853c27 100644 --- a/source/duke3d/src/actors.cpp +++ b/source/duke3d/src/actors.cpp @@ -6449,11 +6449,6 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 pPlayer->q16ang += fix16_from_int(q); pPlayer->q16ang &= 0x7FFFFFF; - if (g_netServer || numplayers > 1) - { - pPlayer->opos.x = pPlayer->pos.x; - pPlayer->opos.y = pPlayer->pos.y; - } if (sprite[pPlayer->i].extra <= 0) { sprite[pPlayer->i].x = pPlayer->pos.x; @@ -6473,9 +6468,6 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 (sprite[j].picnum != SECTOREFFECTOR || (sprite[j].lotag == SE_49_POINT_LIGHT||sprite[j].lotag == SE_50_SPOT_LIGHT)) && sprite[j].picnum != LOCATORS) { - // fix interpolation - if (numplayers < 2 && !g_netServer) - actor[j].bpos.vec2 = sprite[j].pos.vec2; if (move_rotfixed_sprite(j, pSprite-sprite, pData[2])) rotatepoint(pSprite->pos.vec2, sprite[j].pos.vec2, q, &sprite[j].pos.vec2); @@ -6485,8 +6477,6 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 sprite[j].ang+=q; - if (g_netServer || numplayers > 1) - actor[j].bpos.vec2 = sprite[j].pos.vec2; } j = nextspritesect[j]; #ifdef YAX_ENABLE @@ -6512,18 +6502,6 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3 MaybeTrainKillEnemies(spriteNum); } } - else - { - // fix for jittering of sprites in halted subways - for (SPRITES_OF_SECT(pSprite->sectnum, j)) - { - // KEEPINSYNC2 - if (sprite[j].statnum != STAT_PLAYER && sector[sprite[j].sectnum].lotag != ST_2_UNDERWATER && - (sprite[j].picnum != SECTOREFFECTOR || (sprite[j].lotag == SE_49_POINT_LIGHT||sprite[j].lotag == SE_50_SPOT_LIGHT)) - && sprite[j].picnum != LOCATORS) - actor[j].bpos.vec2 = sprite[j].pos.vec2; - } - } break;