From 147f34dddb3fc23894619aef16a2531aebb77ad4 Mon Sep 17 00:00:00 2001 From: zicodxx Date: Mon, 28 May 2012 00:14:49 +0200 Subject: [PATCH] Removed Laser_offset hack --- CHANGELOG.txt | 2 +- main/laser.c | 10 +--------- 2 files changed, 2 insertions(+), 10 deletions(-) diff --git a/CHANGELOG.txt b/CHANGELOG.txt index f85b58dd4..02f851264 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -3,7 +3,7 @@ D1X-Rebirth Changelog 20120527 -------- editor/med.c, main/game.c, main/game.h, main/gamerend.c, main/menu.c: Removed remnants of the old and obsolete VR implementation -main/laser.c: removed weapon_rate_scale() which should be obsolete due to other optimizations in network code +main/laser.c: removed weapon_rate_scale() which should be obsolete due to other optimizations in network code; Removed Laser_offset hack 20120526 -------- diff --git a/main/laser.c b/main/laser.c index 3cff30ad4..2eba3fbb3 100644 --- a/main/laser.c +++ b/main/laser.c @@ -169,9 +169,6 @@ int laser_are_related( int o1, int o2 ) return 0; } -//--unused-- int Muzzle_scale=2; -int Laser_offset=0; - void do_muzzle_stuff(int segnum, vms_vector *pos) { Muzzle_data[Muzzle_queue_index].create_time = timer_query(); @@ -350,7 +347,7 @@ int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum, vms_vector end_pos; int end_segnum; - vm_vec_scale_add( &end_pos, &obj->pos, direction, Laser_offset+(laser_length/2) ); + vm_vec_scale_add( &end_pos, &obj->pos, direction, (laser_length/2) ); end_segnum = find_point_seg(&end_pos, obj->segnum); if (end_segnum != obj->segnum) { if (end_segnum != -1) { @@ -1168,11 +1165,6 @@ int do_laser_firing(int objnum, int weapon_num, int level, int flags, int nfires switch (weapon_num) { case LASER_INDEX: { - // The Laser_offset is used to "jitter" the laser fire so that lasers don't always appear - // right in front of your face. I put it here instead of laser_create_new because I want - // both of the dual laser beams to be fired from the same distance. - Laser_offset = ((F1_0*2)*(d_rand()%8))/8; - Laser_player_fire( objp, level, 0, 1, 0); Laser_player_fire( objp, level, 1, 0, 0);