removed weapon_rate_scale() which should be obsolete due to other optimizations in network code
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@ -3,6 +3,7 @@ D2X-Rebirth Changelog
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20120527
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--------
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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
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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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20120526
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--------
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29
main/laser.c
29
main/laser.c
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@ -596,19 +596,6 @@ void do_omega_stuff(object *parent_objp, vms_vector *firing_pos, object *weapon_
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}
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/*
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* In effort to reduce weapon fire traffic in Multiplayer games artificially decrease the fire rate down to 100ms between shots.
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* This will work for all weapons, even if game is modded. Exception being Omega which is hardcoded.
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*/
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float weapon_rate_scale(int wp_id)
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{
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if ( !(Game_mode & GM_MULTI) )
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return 1.0;
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if ( Weapon_info[wp_id].fire_wait >= f0_1 || Weapon_info[wp_id].fire_wait <= 0 || wp_id == OMEGA_ID )
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return 1.0;
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return (f0_1/Weapon_info[wp_id].fire_wait);
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}
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// ---------------------------------------------------------------------------------
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// Initializes a laser after Fire is pressed
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// Returns object number.
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@ -687,7 +674,7 @@ int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum,
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if (weapon_type == FLARE_ID)
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obj->mtype.phys_info.flags |= PF_STICK; //this obj sticks to walls
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obj->shields = Weapon_info[obj->id].strength[Difficulty_level]*weapon_rate_scale(obj->id);
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obj->shields = Weapon_info[obj->id].strength[Difficulty_level];
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// Fill in laser-specific data
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@ -1358,7 +1345,7 @@ void Flare_create(object *obj)
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{
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fix energy_usage;
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energy_usage = Weapon_info[FLARE_ID].energy_usage*weapon_rate_scale(FLARE_ID);
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energy_usage = Weapon_info[FLARE_ID].energy_usage;
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if (Difficulty_level < 2)
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energy_usage = fixmul(energy_usage, i2f(Difficulty_level+2)/4);
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@ -1592,7 +1579,7 @@ int do_laser_firing_player(void)
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return 0;
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weapon_index = Primary_weapon_to_weapon_info[Primary_weapon];
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energy_used = Weapon_info[weapon_index].energy_usage*weapon_rate_scale(weapon_index);
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energy_used = Weapon_info[weapon_index].energy_usage;
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if (Primary_weapon == OMEGA_INDEX)
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energy_used = 0; // Omega consumes energy when recharging, not when firing.
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@ -1604,7 +1591,7 @@ int do_laser_firing_player(void)
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if (Game_mode & GM_MULTI)
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energy_used *= 2;
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ammo_used = Weapon_info[weapon_index].ammo_usage*weapon_rate_scale(weapon_index);
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ammo_used = Weapon_info[weapon_index].ammo_usage;
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addval = 2*FrameTime;
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if (addval > F1_0)
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@ -1625,7 +1612,7 @@ int do_laser_firing_player(void)
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int laser_level, flags;
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if (!cheats.rapidfire)
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Next_laser_fire_time += Weapon_info[weapon_index].fire_wait*weapon_rate_scale(weapon_index);
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Next_laser_fire_time += Weapon_info[weapon_index].fire_wait;
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else
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Next_laser_fire_time += F1_0/25;
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@ -1910,7 +1897,7 @@ void create_smart_children(object *objp, int num_smart_children)
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#endif
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if (objp->type == OBJ_WEAPON && objp->id == EARTHSHAKER_ID)
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blast_nearby_glass(objp, Weapon_info[EARTHSHAKER_ID].strength[Difficulty_level]*weapon_rate_scale(EARTHSHAKER_ID));
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blast_nearby_glass(objp, Weapon_info[EARTHSHAKER_ID].strength[Difficulty_level];
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if (((objp->type == OBJ_WEAPON) && (Weapon_info[objp->id].children != -1)) || (objp->type == OBJ_ROBOT)) {
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int i;
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@ -2023,7 +2010,7 @@ void do_missile_firing(int drop_bomb)
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if (Guided_missile[Player_num] && Guided_missile[Player_num]->signature==Guided_missile_sig[Player_num]) {
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release_guided_missile(Player_num);
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Next_missile_fire_time = GameTime64 + Weapon_info[Secondary_weapon_to_weapon_info[weapon]].fire_wait*weapon_rate_scale(Secondary_weapon_to_weapon_info[weapon]);
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Next_missile_fire_time = GameTime64 + Weapon_info[Secondary_weapon_to_weapon_info[weapon]].fire_wait;
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return;
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}
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@ -2036,7 +2023,7 @@ void do_missile_firing(int drop_bomb)
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weapon_id = Secondary_weapon_to_weapon_info[weapon];
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if (!cheats.rapidfire)
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Next_missile_fire_time = GameTime64 + Weapon_info[weapon_id].fire_wait*weapon_rate_scale(weapon_id);
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Next_missile_fire_time = GameTime64 + Weapon_info[weapon_id].fire_wait;
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else
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Next_missile_fire_time = GameTime64 + F1_0/25;
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