diff --git a/cl_dll/hl/hl_weapons.cpp b/cl_dll/hl/hl_weapons.cpp index b2c1d7b3..75161a9e 100644 --- a/cl_dll/hl/hl_weapons.cpp +++ b/cl_dll/hl/hl_weapons.cpp @@ -34,7 +34,6 @@ extern globalvars_t *gpGlobals; extern int g_iUser1; -extern bool g_hasPredictedFOV; // Vit_amiN: from HUD // Pool of client side entities/entvars_t static entvars_t ev[32]; @@ -882,7 +881,6 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm to->client.fuser2 = player.m_flNextAmmoBurn; to->client.fuser3 = player.m_flAmmoStartCharge; to->client.maxspeed = player.pev->maxspeed; - g_hasPredictedFOV = true; // Vit_amiN: ready //HL Weapons to->client.vuser1[0] = player.ammo_9mm; diff --git a/cl_dll/hud.cpp b/cl_dll/hud.cpp index 195dfa5a..3ef72889 100644 --- a/cl_dll/hud.cpp +++ b/cl_dll/hud.cpp @@ -413,7 +413,6 @@ int CHud::MsgFunc_Logo( const char *pszName, int iSize, void *pbuf ) } float g_lastFOV = 0.0; -bool g_hasPredictedFOV = false; // Vit_amiN: it'll became true after the first prediction /* ============ @@ -514,10 +513,6 @@ int CHud::MsgFunc_SetFOV( const char *pszName, int iSize, void *pbuf ) int newfov = READ_BYTE(); int def_fov = CVAR_GET_FLOAT( "default_fov" ); - //Weapon prediction already takes care of changing the fog. ( g_lastFOV ). - if( g_hasPredictedFOV ) - return 1; - g_lastFOV = newfov; if( newfov == 0 ) diff --git a/cl_dll/hud_msg.cpp b/cl_dll/hud_msg.cpp index b435a85c..7cc2fbad 100644 --- a/cl_dll/hud_msg.cpp +++ b/cl_dll/hud_msg.cpp @@ -28,7 +28,6 @@ extern BEAM *pBeam2; extern TEMPENTITY *pFlare; // Vit_amiN extern float g_lastFOV; // Vit_amiN -extern bool g_hasPredictedFOV; // Vit_amiN /// USER-DEFINED SERVER MESSAGE HANDLERS @@ -55,7 +54,6 @@ int CHud::MsgFunc_ResetHUD( const char *pszName, int iSize, void *pbuf ) // Vit_amiN: reset the FOV m_iFOV = 0; // default_fov g_lastFOV = 0.0f; - g_hasPredictedFOV = false; return 1; }