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Blood: removed 3 unused members in PLAYER
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f46db83ab3
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4 changed files with 0 additions and 10 deletions
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@ -822,7 +822,6 @@ void playerStart(int nPlayer, int bNewLevel)
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actor->SetBurnSource(nullptr);
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pPlayer->actor->xspr.health = pDudeInfo->startHealth << 4;
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pPlayer->actor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
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pPlayer->bloodlust = 0;
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pPlayer->actor->spr.Angles.Pitch = pPlayer->Angles.ViewAngles.Pitch = nullAngle;
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pPlayer->slope = 0;
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pPlayer->fragger = nullptr;
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@ -2406,7 +2405,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
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arc("spritenum", w.actor)
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("angles", w.Angles)
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("newweapon", w.newWeapon)
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("used1", w.used1)
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("weaponqav", w.weaponQav)
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("qavcallback", w.qavCallback)
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("isrunning", w.isRunning)
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@ -2416,13 +2414,11 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
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("bobamp", w.bobAmp)
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("bobheight", w.bobHeight)
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("bobwidth", w.bobWidth)
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("swayphase", w.swayPhase)
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("swayamp", w.swayAmp)
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("swayheight", w.swayHeight)
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("swaywidth", w.swayWidth)
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("nplayer", w.nPlayer)
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("lifemode", w.lifeMode)
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("bloodlust", w.bloodlust)
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("zview", w.zView)
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("zviewvel", w.zViewVel)
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("zweapon", w.zWeapon)
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@ -2578,7 +2574,6 @@ DEFINE_FIELD_X(BloodPlayer, PLAYER, bobPhase)
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DEFINE_FIELD_X(BloodPlayer, PLAYER, bobAmp)
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DEFINE_FIELD_X(BloodPlayer, PLAYER, bobHeight)
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DEFINE_FIELD_X(BloodPlayer, PLAYER, bobWidth)
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DEFINE_FIELD_X(BloodPlayer, PLAYER, swayPhase)
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DEFINE_FIELD_X(BloodPlayer, PLAYER, swayAmp)
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DEFINE_FIELD_X(BloodPlayer, PLAYER, swayHeight)
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DEFINE_FIELD_X(BloodPlayer, PLAYER, swayWidth)
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@ -85,7 +85,6 @@ struct PLAYER
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InputPacket input;
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PlayerAngles Angles;
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uint8_t newWeapon;
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int used1; // something related to game checksum
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int weaponQav;
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int qavCallback;
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bool isRunning;
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@ -97,7 +96,6 @@ struct PLAYER
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double bobWidth;
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double obobHeight;
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double obobWidth;
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int swayPhase;
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int swayAmp;
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double swayHeight;
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double swayWidth;
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@ -105,7 +103,6 @@ struct PLAYER
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double oswayWidth;
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int nPlayer; // Connect id
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int lifeMode;
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int bloodlust; // ---> useless
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double zView;
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double ozView;
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double zViewVel;
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@ -72,7 +72,6 @@ void viewInitializePrediction(void)
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predict.Kills = gMe->bobAmp;
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predict.bobHeight = gMe->bobHeight;
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predict.bobWidth = gMe->bobWidth;
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predict.swayPhase = gMe->swayPhase;
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predict.swayAmp = gMe->swayAmp;
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predict.shakeBobY = gMe->swayHeight;
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predict.shakeBobX = gMe->swayWidth;
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@ -86,7 +86,6 @@ struct BloodPlayer native
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native int bobAmp;
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native double bobHeight;
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native double bobWidth;
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native int swayPhase;
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native int swayAmp;
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native double swayHeight;
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native double swayWidth;
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