Remove DevMsgs for shooting in CreateMove
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1 changed files with 0 additions and 25 deletions
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@ -1289,31 +1289,6 @@ void CInput::CreateMove ( int sequence_number, float input_sample_frametime, boo
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m_EntityGroundContact.RemoveAll();
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m_EntityGroundContact.RemoveAll();
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#endif
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#endif
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static bool firstTime = false;
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if (cmd->buttons & IN_ATTACK)
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{
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if (!firstTime)
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{
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for (int i = 0; i <= MAX_PLAYERS; i++)
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{
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auto pPlayer = UTIL_PlayerByIndex(i);
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if (pPlayer)
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{
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const auto &origin = pPlayer->GetAbsOrigin();
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DevMsg("Movement: %s => %f %f %f => %f\n", pPlayer->GetPlayerName(), origin.x, origin.y, origin.z, pPlayer->m_flInterpolatedSimulationTime);
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}
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}
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firstTime = true;
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}
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}
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else
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{
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firstTime = false;
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}
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// Send interpolated simulation time for lag compensation
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// Send interpolated simulation time for lag compensation
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for (int i = 0; i <= MAX_PLAYERS; i++)
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for (int i = 0; i <= MAX_PLAYERS; i++)
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{
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{
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