Remove DevMsgs for shooting in CreateMove
This commit is contained in:
parent
a2e1d119de
commit
35b1d272a0
1 changed files with 0 additions and 25 deletions
|
@ -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++)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue