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- Remove unused PlayerPosition
structure.
* There were some plans around this being in use for all the various player structs in each game, but it hasn't come to be. * Code remains in the commit history, it can come back if it's of use in the future.
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2 changed files with 0 additions and 50 deletions
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@ -536,17 +536,3 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w,
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}
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}
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return arc;
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return arc;
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}
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerPosition& w, PlayerPosition* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("pos", w.pos).EndObject();
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if (arc.isReading())
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{
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w.opos = w.pos;
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}
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}
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return arc;
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}
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@ -250,45 +250,9 @@ private:
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bool inputdisabled;
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bool inputdisabled;
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};
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};
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struct PlayerPosition
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{
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vec3_t pos, opos;
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// Interpolation helpers.
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void backupx() { opos.X = pos.X; }
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void backupy() { opos.Y = pos.Y; }
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void backupz() { opos.Z = pos.Z; }
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void backuppos() { opos = pos; }
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// Interpolated points.
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int32_t interpolatedx(double const smoothratio, int const scale = 16) { return interpolatedvalue(opos.X, pos.X, smoothratio, scale); }
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int32_t interpolatedy(double const smoothratio, int const scale = 16) { return interpolatedvalue(opos.Y, pos.Y, smoothratio, scale); }
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int32_t interpolatedz(double const smoothratio, int const scale = 16) { return interpolatedvalue(opos.Z, pos.Z, smoothratio, scale); }
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// Interpolated vectors.
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vec2_t interpolatedvec2(double const smoothratio, int const scale = 16)
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{
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return
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{
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interpolatedx(smoothratio, scale),
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interpolatedy(smoothratio, scale)
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};
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}
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vec3_t interpolatedvec3(double const smoothratio, int const scale = 16)
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{
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return
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{
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interpolatedx(smoothratio, scale),
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interpolatedy(smoothratio, scale),
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interpolatedz(smoothratio, scale)
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};
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}
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};
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class FSerializer;
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class FSerializer;
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def);
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def);
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, PlayerHorizon* def);
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, PlayerHorizon* def);
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerPosition& w, PlayerPosition* def);
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void updateTurnHeldAmt(double const scaleAdjust);
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void updateTurnHeldAmt(double const scaleAdjust);
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