From 886f313cfe6a6119b21cfe700a5536f3548c4e9d Mon Sep 17 00:00:00 2001 From: zicodxx Date: Mon, 28 May 2012 00:08:09 +0200 Subject: [PATCH] Removed Laser_offset hack --- CHANGELOG.txt | 2 +- main/laser.c | 9 ++------- 2 files changed, 3 insertions(+), 8 deletions(-) diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 9077d3319..1eb9813b2 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -3,7 +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 +main/laser.c: removed weapon_rate_scale() which should be obsolete due to other optimizations in network code; Removed Laser_offset hack 20120526 -------- diff --git a/main/laser.c b/main/laser.c index 1d0cb7f5c..4514f91b4 100644 --- a/main/laser.c +++ b/main/laser.c @@ -207,9 +207,6 @@ int laser_are_related( int o1, int o2 ) return 1; } -//--unused-- int Muzzle_scale=2; -int Laser_offset=0; - void do_muzzle_stuff(int segnum, vms_vector *pos) { Muzzle_data[Muzzle_queue_index].create_time = timer_query(); @@ -742,7 +739,7 @@ int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum, vms_vector end_pos; int end_segnum; - vm_vec_scale_add( &end_pos, &obj->pos, direction, Laser_offset+(laser_length/2) ); + vm_vec_scale_add( &end_pos, &obj->pos, direction, (laser_length/2) ); end_segnum = find_point_seg(&end_pos, obj->segnum); if (end_segnum != obj->segnum) { if (end_segnum != -1) { @@ -1676,8 +1673,6 @@ int do_laser_firing(int objnum, int weapon_num, int level, int flags, int nfires case LASER_INDEX: { int weapon_num; - Laser_offset = ((F1_0*2)*(d_rand()%8))/8; - if (level <= MAX_LASER_LEVEL) weapon_num = LASER_ID + level; else @@ -1897,7 +1892,7 @@ 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]; + 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;