diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 4524e2d68..9077d3319 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -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 -------- diff --git a/main/laser.c b/main/laser.c index 7d9798579..1d0cb7f5c 100644 --- a/main/laser.c +++ b/main/laser.c @@ -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;