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democam: remove unnecessary fields
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4 changed files with 0 additions and 17 deletions
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@ -4129,9 +4129,6 @@ void G_StopDemo(void)
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demo.freecam = false;
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// reset democam shit too:
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democam.cam = NULL;
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democam.localangle = 0;
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democam.localaiming = 0;
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democam.keyboardlook = false;
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Z_Free(demo.skinlist);
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demo.skinlist = NULL;
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@ -246,8 +246,6 @@ void M_PlaybackToggleFreecam(INT32 choice)
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demo.freecam = false;
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// reset democam vars:
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democam.cam = NULL;
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//democam.turnheld = false;
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democam.keyboardlook = false; // reset only these. localangle / aiming gets set before the cam does anything anyway
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}
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}
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@ -135,11 +135,6 @@ struct camera_t
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struct demofreecam_s {
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camera_t *cam; // this is useful when the game is paused, notably
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angle_t localangle; // keeps track of the cam angle for cmds
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angle_t localaiming; // ditto with aiming
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boolean turnheld; // holding turn button for gradual turn speed
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boolean keyboardlook; // keyboard look
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};
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extern struct demofreecam_s democam;
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@ -2989,20 +2989,13 @@ void P_DemoCameraMovement(camera_t *cam)
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// update democam stuff with what we got here:
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democam.cam = cam;
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democam.localangle = cam->angle;
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democam.localaiming = cam->aiming;
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// first off we need to get button input
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cmd = D_LocalTiccmd(0);
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cam->aiming += cmd->aiming << TICCMD_REDUCE;
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cam->angle += cmd->turning << TICCMD_REDUCE;
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democam.localangle += cmd->turning << TICCMD_REDUCE;
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democam.localaiming += cmd->aiming << TICCMD_REDUCE;
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cam->aiming = G_ClipAimingPitch((INT32 *)&cam->aiming);
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democam.localaiming = G_ClipAimingPitch((INT32 *)&democam.localaiming);
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// camera movement:
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if (cmd->buttons & BT_ACCELERATE)
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