Remove calls to lag compensation when its not needed anymore
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0ac73ae6e8
commit
0944ec12ce
5 changed files with 0 additions and 38 deletions
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@ -219,14 +219,7 @@ void CKnife::PrimaryAttack()
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( pPlayer )
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{
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#if !defined (CLIENT_DLL)
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// Move other players back to history positions based on local player's lag
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lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
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#endif
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SwingOrStab( false );
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#if !defined (CLIENT_DLL)
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lagcompensation->FinishLagCompensation( pPlayer );
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#endif
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}
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}
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@ -242,11 +242,6 @@ void FX_FireBullets(
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StartGroupingSounds();
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#if !defined (CLIENT_DLL)
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// Move other players back to history positions based on local player's lag
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lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
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#endif
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RandomSeed( iSeed );
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float x, y;
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@ -361,10 +356,6 @@ void FX_FireBullets(
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}
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#endif
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#if !defined (CLIENT_DLL)
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lagcompensation->FinishLagCompensation( pPlayer );
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#endif
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EndGroupingSounds();
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}
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@ -902,11 +902,6 @@ CBaseEntity *CWeaponDODBase::MeleeAttack( int iDamageAmount, int iDamageType, fl
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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#if !defined (CLIENT_DLL)
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// Move other players back to history positions based on local player's lag
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lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
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#endif
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Vector vForward, vRight, vUp;
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AngleVectors( pPlayer->EyeAngles(), &vForward, &vRight, &vUp );
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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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@ -993,8 +988,6 @@ CBaseEntity *CWeaponDODBase::MeleeAttack( int iDamageAmount, int iDamageType, fl
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gameeventmanager->FireEvent( event );
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}
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lagcompensation->FinishLagCompensation( pPlayer );
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#endif //CLIENT_DLL
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return tr.m_pEnt;
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@ -99,11 +99,6 @@ CBaseEntity *CWeaponDODBaseMelee::MeleeAttack( int iDamageAmount, int iDamageTyp
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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#if !defined (CLIENT_DLL)
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// Move other players back to history positions based on local player's lag
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lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
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#endif
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Vector vForward, vRight, vUp;
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AngleVectors( pPlayer->EyeAngles(), &vForward, &vRight, &vUp );
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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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@ -230,7 +225,6 @@ CBaseEntity *CWeaponDODBaseMelee::MeleeAttack( int iDamageAmount, int iDamageTyp
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gameeventmanager->FireEvent( event );
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}
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lagcompensation->FinishLagCompensation( pPlayer );
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#endif //CLIENT_DLL
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return tr.m_pEnt;
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@ -188,11 +188,6 @@ void FX_FireBullets(
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StartGroupingSounds();
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#if !defined (CLIENT_DLL)
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// Move other players back to history positions based on local player's lag
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lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
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#endif
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for ( int iBullet=0; iBullet < pWeaponInfo->m_iBullets; iBullet++ )
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{
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RandomSeed( iSeed ); // init random system with this seed
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@ -215,10 +210,6 @@ void FX_FireBullets(
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x,y );
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}
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#if !defined (CLIENT_DLL)
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lagcompensation->FinishLagCompensation( pPlayer );
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#endif
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EndGroupingSounds();
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}
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