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