removed weapon_rate_scale() which should be obsolete due to other optimizations in network code

This commit is contained in:
zicodxx 2012-05-27 15:04:45 +02:00
parent 6ee7c2f092
commit 45646d12d6
2 changed files with 9 additions and 21 deletions

View file

@ -3,6 +3,7 @@ D2X-Rebirth Changelog
20120527
--------
editor/med.c, main/game.c, main/gamecntl.c, main/gamerend.c, main/gauges.c, main/kconfig.c, main/menu.c, main/screens.h: 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
20120526
--------

View file

@ -596,19 +596,6 @@ void do_omega_stuff(object *parent_objp, vms_vector *firing_pos, object *weapon_
}
/*
* In effort to reduce weapon fire traffic in Multiplayer games artificially decrease the fire rate down to 100ms between shots.
* This will work for all weapons, even if game is modded. Exception being Omega which is hardcoded.
*/
float weapon_rate_scale(int wp_id)
{
if ( !(Game_mode & GM_MULTI) )
return 1.0;
if ( Weapon_info[wp_id].fire_wait >= f0_1 || Weapon_info[wp_id].fire_wait <= 0 || wp_id == OMEGA_ID )
return 1.0;
return (f0_1/Weapon_info[wp_id].fire_wait);
}
// ---------------------------------------------------------------------------------
// Initializes a laser after Fire is pressed
// Returns object number.
@ -687,7 +674,7 @@ int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum,
if (weapon_type == FLARE_ID)
obj->mtype.phys_info.flags |= PF_STICK; //this obj sticks to walls
obj->shields = Weapon_info[obj->id].strength[Difficulty_level]*weapon_rate_scale(obj->id);
obj->shields = Weapon_info[obj->id].strength[Difficulty_level];
// Fill in laser-specific data
@ -1358,7 +1345,7 @@ void Flare_create(object *obj)
{
fix energy_usage;
energy_usage = Weapon_info[FLARE_ID].energy_usage*weapon_rate_scale(FLARE_ID);
energy_usage = Weapon_info[FLARE_ID].energy_usage;
if (Difficulty_level < 2)
energy_usage = fixmul(energy_usage, i2f(Difficulty_level+2)/4);
@ -1592,7 +1579,7 @@ int do_laser_firing_player(void)
return 0;
weapon_index = Primary_weapon_to_weapon_info[Primary_weapon];
energy_used = Weapon_info[weapon_index].energy_usage*weapon_rate_scale(weapon_index);
energy_used = Weapon_info[weapon_index].energy_usage;
if (Primary_weapon == OMEGA_INDEX)
energy_used = 0; // Omega consumes energy when recharging, not when firing.
@ -1604,7 +1591,7 @@ int do_laser_firing_player(void)
if (Game_mode & GM_MULTI)
energy_used *= 2;
ammo_used = Weapon_info[weapon_index].ammo_usage*weapon_rate_scale(weapon_index);
ammo_used = Weapon_info[weapon_index].ammo_usage;
addval = 2*FrameTime;
if (addval > F1_0)
@ -1625,7 +1612,7 @@ int do_laser_firing_player(void)
int laser_level, flags;
if (!cheats.rapidfire)
Next_laser_fire_time += Weapon_info[weapon_index].fire_wait*weapon_rate_scale(weapon_index);
Next_laser_fire_time += Weapon_info[weapon_index].fire_wait;
else
Next_laser_fire_time += F1_0/25;
@ -1910,7 +1897,7 @@ void create_smart_children(object *objp, int num_smart_children)
#endif
if (objp->type == OBJ_WEAPON && objp->id == EARTHSHAKER_ID)
blast_nearby_glass(objp, Weapon_info[EARTHSHAKER_ID].strength[Difficulty_level]*weapon_rate_scale(EARTHSHAKER_ID));
blast_nearby_glass(objp, Weapon_info[EARTHSHAKER_ID].strength[Difficulty_level];
if (((objp->type == OBJ_WEAPON) && (Weapon_info[objp->id].children != -1)) || (objp->type == OBJ_ROBOT)) {
int i;
@ -2023,7 +2010,7 @@ void do_missile_firing(int drop_bomb)
if (Guided_missile[Player_num] && Guided_missile[Player_num]->signature==Guided_missile_sig[Player_num]) {
release_guided_missile(Player_num);
Next_missile_fire_time = GameTime64 + Weapon_info[Secondary_weapon_to_weapon_info[weapon]].fire_wait*weapon_rate_scale(Secondary_weapon_to_weapon_info[weapon]);
Next_missile_fire_time = GameTime64 + Weapon_info[Secondary_weapon_to_weapon_info[weapon]].fire_wait;
return;
}
@ -2036,7 +2023,7 @@ void do_missile_firing(int drop_bomb)
weapon_id = Secondary_weapon_to_weapon_info[weapon];
if (!cheats.rapidfire)
Next_missile_fire_time = GameTime64 + Weapon_info[weapon_id].fire_wait*weapon_rate_scale(weapon_id);
Next_missile_fire_time = GameTime64 + Weapon_info[weapon_id].fire_wait;
else
Next_missile_fire_time = GameTime64 + F1_0/25;