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authorxolatile2025-08-17 18:28:28 +0200
committerxolatile2025-08-17 18:28:28 +0200
commitbffe8d11bd1dfec49280fb64a17f0ae529ac3f5d (patch)
tree9f4f7b6f5003585e5a170bd55ccaa335b8f26f90 /src/fpsgame/fps.cpp
parentbec4167d29a68efd0cd2da36143e7f1c78a119a0 (diff)
downloadxolatile-badassbug-master.tar.xz
xolatile-badassbug-master.tar.zst
Compiles, removed a lot of code, do not run it...HEADmaster
Diffstat (limited to 'src/fpsgame/fps.cpp')
-rw-r--r--src/fpsgame/fps.cpp12
1 files changed, 3 insertions, 9 deletions
diff --git a/src/fpsgame/fps.cpp b/src/fpsgame/fps.cpp
index d5501c4..0f0e3b1 100644
--- a/src/fpsgame/fps.cpp
+++ b/src/fpsgame/fps.cpp
@@ -139,8 +139,7 @@ namespace game {
loopv(players) {
fpsent *d = players[i];
if(d == player1 || d->ai) continue;
- if(d->state==CS_DEAD && d->ragdoll) moveragdoll(d);
- else if(!intermission) {
+ if(!intermission) {
if(lastmillis - d->lastaction >= d->gunwait) d->gunwait = 0;
if(d->quadmillis) entities::checkquad(curtime, d);
}
@@ -154,7 +153,7 @@ namespace game {
if(smoothmove && d->smoothmillis>0) predictplayer(d, true);
else moveplayer(d, 1, false);
}
- else if(d->state==CS_DEAD && !d->ragdoll && lastmillis-d->lastpain<2000) moveplayer(d, 1, true);
+ else if(d->state==CS_DEAD && lastmillis-d->lastpain<2000) moveplayer(d, 1, true);
}
}
void checkslowmo() {
@@ -176,18 +175,15 @@ namespace game {
updateweapons(curtime);
otherplayers(curtime);
ai::update();
- moveragdolls();
gets2c();
if(connected) {
if(player1->state == CS_DEAD) {
- if(player1->ragdoll) moveragdoll(player1);
- else if(lastmillis-player1->lastpain<2000) {
+ if(lastmillis-player1->lastpain<2000) {
player1->move = player1->strafe = 0;
moveplayer(player1, 10, true);
}
}
else if(!intermission) {
- if(player1->ragdoll) cleanragdoll(player1);
moveplayer(player1, 10, true);
swayhudgun(curtime);
entities::checkitems(player1);
@@ -201,7 +197,6 @@ namespace game {
float a = x - lower, b = x - upper;
return (b * b) / (a * a + b * b);
}
- static inline float harmonicmean(float a, float b) { return a + b > 0 ? 2 * a * b / (a + b) : 0.0f; }
// avoid spawning near other players
float ratespawn(dynent *d, const extentity &e) {
fpsent *p = (fpsent *)d;
@@ -427,7 +422,6 @@ namespace game {
void startgame() {
clearprojectiles();
clearbouncers();
- clearragdolls();
clearteaminfo();
// reset perma-state
loopv(players) {