Remove write-only Last_laser_fired_time
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@ -56,10 +56,8 @@ extern fix64 GameTime64; // time in game (sum of FrameTime)
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extern int d_tick_count; // increments according to DESIGNATED_GAME_FRAMETIME
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extern int d_tick_step; // true once in interval of DESIGNATED_GAME_FRAMETIME
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extern fix64 Next_laser_fire_time; // Time at which player can next fire his selected laser.
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extern fix64 Last_laser_fired_time;
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extern fix64 Next_missile_fire_time; // Time at which player can next fire his selected missile.
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extern fix64 Next_flare_fire_time;
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extern fix Laser_delay_time; // Delay between laser fires.
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}
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#if defined(DXX_BUILD_DESCENT_II)
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@ -360,7 +360,7 @@ void init_player_stats_level(const secret_restore secret_flag)
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Dead_player_camera = NULL;
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// properly init these cursed globals
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Next_flare_fire_time = Last_laser_fired_time = Next_laser_fire_time = Next_missile_fire_time = GameTime64;
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Next_flare_fire_time = Next_laser_fire_time = Next_missile_fire_time = GameTime64;
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#if defined(DXX_BUILD_DESCENT_II)
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Controls.state.afterburner = 0;
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Last_afterburner_state = 0;
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@ -1744,8 +1744,6 @@ void Laser_do_weapon_sequence(const vobjptridx_t obj)
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namespace dcx {
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fix64 Last_laser_fired_time = 0;
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static inline int sufficient_energy(int energy_used, fix energy)
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{
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return !energy_used || (energy >= energy_used);
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@ -1809,8 +1807,6 @@ int do_laser_firing_player(void)
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if (GameTime64 - Next_laser_fire_time <= FrameTime) // if firing is prolonged by FrameTime overhead, let's try to fix that.
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fire_frame_overhead = GameTime64 - Next_laser_fire_time;
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Last_laser_fired_time = GameTime64;
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if (!cheats.rapidfire)
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Next_laser_fire_time = GameTime64 + Weapon_info[weapon_index].fire_wait - fire_frame_overhead;
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else
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@ -1632,7 +1632,6 @@ int state_restore_all_sub(const char *filename, const secret_restore secret)
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Auto_fire_fusion_cannon_time = 0;
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Next_laser_fire_time = GameTime64;
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Next_missile_fire_time = GameTime64;
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Last_laser_fired_time = GameTime64;
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state_game_id = 0;
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