Removed Laser_offset hack
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@ -3,7 +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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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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@ -207,9 +207,6 @@ int laser_are_related( int o1, int o2 )
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return 1;
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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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@ -742,7 +739,7 @@ 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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@ -1676,8 +1673,6 @@ int do_laser_firing(int objnum, int weapon_num, int level, int flags, int nfires
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case LASER_INDEX: {
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int weapon_num;
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Laser_offset = ((F1_0*2)*(d_rand()%8))/8;
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if (level <= MAX_LASER_LEVEL)
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weapon_num = LASER_ID + level;
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else
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@ -1897,7 +1892,7 @@ 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];
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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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