Remove DevMsgs for shooting in CreateMove

This commit is contained in:
Kamay Xutax 2024-04-03 02:05:15 +02:00
parent a2e1d119de
commit 35b1d272a0

View file

@ -1289,31 +1289,6 @@ void CInput::CreateMove ( int sequence_number, float input_sample_frametime, boo
m_EntityGroundContact.RemoveAll();
#endif
static bool firstTime = false;
if (cmd->buttons & IN_ATTACK)
{
if (!firstTime)
{
for (int i = 0; i <= MAX_PLAYERS; i++)
{
auto pPlayer = UTIL_PlayerByIndex(i);
if (pPlayer)
{
const auto &origin = pPlayer->GetAbsOrigin();
DevMsg("Movement: %s => %f %f %f => %f\n", pPlayer->GetPlayerName(), origin.x, origin.y, origin.z, pPlayer->m_flInterpolatedSimulationTime);
}
}
firstTime = true;
}
}
else
{
firstTime = false;
}
// Send interpolated simulation time for lag compensation
for (int i = 0; i <= MAX_PLAYERS; i++)
{