diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h
index e596d35a8..dbe91f616 100644
--- a/source/games/sw/src/game.h
+++ b/source/games/sw/src/game.h
@@ -625,9 +625,9 @@ struct PLAYER
     DVector3 si; // save player interp position for PlayerSprite
     DAngle siang;
 
-    vec2_t vect, ovect, slide_vect;
+    vec2_t vect, ovect, slide_vect; // these need floatification, but must be done together.
     int friction;
-    int16_t slide_ang;
+    int16_t slide_ang; // todo: floatify
     int slide_dec;
     float drive_avel;
 
@@ -644,7 +644,6 @@ struct PLAYER
     bool insector() const { return cursector != nullptr; }
 
     // variables that do not fit into sprite structure
-    int hvel,tilt,tilt_dest;
     PlayerHorizon horizon;
     PlayerAngle angle;
     int16_t recoil_amt;
diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp
index e6fb8d88b..28a67c149 100644
--- a/source/games/sw/src/player.cpp
+++ b/source/games/sw/src/player.cpp
@@ -5363,8 +5363,6 @@ void DoPlayerBeginDie(PLAYER* pp)
 
     pp->Flags &= ~(PF_JUMPING|PF_FALLING|PF_DIVING|PF_FLYING|PF_CLIMBING|PF_CRAWLING|PF_LOCK_CRAWL);
 
-    pp->tilt_dest = 0;
-
     ActorCoughItem(pp->actor);
 
     if (numplayers > 1)
@@ -5542,26 +5540,6 @@ void DoPlayerDeathHoriz(PLAYER* pp, short target, short speed)
     }
 }
 
-int DoPlayerDeathTilt(PLAYER* pp, short target, short speed)
-{
-    if (pp->tilt > target)
-    {
-        pp->tilt -= speed;
-        if (pp->tilt <= target)
-            pp->tilt = target;
-    }
-
-    if (pp->tilt < target)
-    {
-        pp->tilt += speed;
-        if (pp->tilt >= target)
-            pp->tilt = target;
-    }
-
-    return pp->tilt == target;
-}
-
-
 void DoPlayerDeathZrange(PLAYER* pp)
 {
     DSWActor* plActor = pp->actor;
@@ -5608,7 +5586,6 @@ void DoPlayerDeathFollowKiller(PLAYER* pp)
     // if it didn't make it to this angle because of a low ceiling or something
     // continue on to it
     DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 4);
-    //DoPlayerDeathTilt(pp, pp->tilt_dest, 4 * synctics);
 
     // allow turning
     if (pp->Flags & (PF_DEAD_HEAD|PF_HEAD_CONTROL))
@@ -5683,7 +5660,6 @@ void DoPlayerDeathCheckKeys(PLAYER* pp)
         plActor->spr.xrepeat = PLAYER_NINJA_XREPEAT;
         plActor->spr.yrepeat = PLAYER_NINJA_YREPEAT;
 
-        //pp->tilt = 0;
         pp->horizon.horiz = q16horiz(0);
         DoPlayerResetMovement(pp);
         plActor->user.ID = NINJA_RUN_R0;
@@ -7003,9 +6979,6 @@ DEFINE_FIELD_X(SWPlayer, PLAYER, circle_camera_ang)
 DEFINE_FIELD_X(SWPlayer, PLAYER, camera_check_time_delay)
 DEFINE_FIELD_X(SWPlayer, PLAYER, cursector)
 DEFINE_FIELD_X(SWPlayer, PLAYER, lastcursector)
-DEFINE_FIELD_X(SWPlayer, PLAYER, hvel)
-DEFINE_FIELD_X(SWPlayer, PLAYER, tilt)
-DEFINE_FIELD_X(SWPlayer, PLAYER, tilt_dest)
 DEFINE_FIELD_X(SWPlayer, PLAYER, recoil_amt)
 DEFINE_FIELD_X(SWPlayer, PLAYER, recoil_speed)
 DEFINE_FIELD_X(SWPlayer, PLAYER, recoil_ndx)
diff --git a/source/games/sw/src/save.cpp b/source/games/sw/src/save.cpp
index 78bda0465..c681e8d44 100644
--- a/source/games/sw/src/save.cpp
+++ b/source/games/sw/src/save.cpp
@@ -477,9 +477,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
 			("camera_check_time_delay", w.camera_check_time_delay)
 			("cursectnum", w.cursector)
 			("lastcursectnum", w.lastcursector)
-			("hvel", w.hvel)
-			("tilt", w.tilt)
-			("tilt_dest", w.tilt_dest)
 			("horizon", w.horizon)
 			("angle", w.angle)
 			("recoil_amt", w.recoil_amt)
diff --git a/wadsrc/static/zscript/games/sw/swgame.zs b/wadsrc/static/zscript/games/sw/swgame.zs
index 24db162e7..f2d0e3156 100644
--- a/wadsrc/static/zscript/games/sw/swgame.zs
+++ b/wadsrc/static/zscript/games/sw/swgame.zs
@@ -206,7 +206,6 @@ struct SWPlayer native
     //native int /*cursectnum,*/lastcursectnum;
 
     // variables that do not fit into sprite structure
-    native int hvel,tilt,tilt_dest;
     native int16 recoil_amt;
     native int16 recoil_speed;
     native int16 recoil_ndx;