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https://github.com/vladtrc/iw4L
synced 2026-10-26 10:19:50 -04:00
Drop the unread weapon-state inputs of the first-person view
auth_ws had no users, map_authority_to_fpv ignored both weapon states, and last_weaponstate / last_sprinting were written and never read. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -2,25 +2,6 @@ use asset_game::WeaponAnimSlot;
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use crate::{EventResult, ViewmodelController, ViewmodelEvent, WeaponState};
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pub mod auth_ws {
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pub const READY: i32 = 0x0;
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pub const RAISING: i32 = 0x1;
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pub const RAISING_ALTSWITCH: i32 = 0x2;
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pub const DROPPING: i32 = 0x3;
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pub const DROPPING_QUICK: i32 = 0x4;
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pub const DROPPING_ALTSWITCH: i32 = 0x5;
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pub const FIRING: i32 = 0x6;
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pub const RECHAMBERING: i32 = 0x7;
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pub const RELOADING: i32 = 0x8;
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pub const RELOADING_INTERRUPT: i32 = 0x9;
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pub const RELOAD_START: i32 = 0xA;
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pub const RELOAD_START_INTERRUPT: i32 = 0xB;
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pub const RELOAD_END: i32 = 0xC;
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pub const SPRINT_IN: i32 = 0x17;
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pub const SPRINT_LOOP: i32 = 0x18;
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pub const SPRINT_OUT: i32 = 0x19;
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}
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub enum PresentFpvEvent {
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Fire,
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@@ -56,11 +37,7 @@ pub struct FpvPoseSample {
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pub idle_weight: f32,
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}
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pub fn map_authority_to_fpv(
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_prev_weaponstate: Option<i32>,
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_weaponstate: i32,
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cues: AuthorityFpvCues,
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) -> Vec<PresentFpvEvent> {
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pub fn map_authority_to_fpv(cues: AuthorityFpvCues) -> Vec<PresentFpvEvent> {
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let mut out = Vec::new();
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if cues.shot_accepted {
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@@ -248,8 +225,6 @@ pub enum WeapAnimEdge {
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#[derive(Clone, Debug, Default)]
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pub struct FpvPresentState {
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pub last_tick: Option<u32>,
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pub last_weaponstate: Option<i32>,
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pub last_sprinting: Option<bool>,
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pub last_ads_frac: Option<f32>,
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@@ -263,8 +238,6 @@ pub struct FpvPresentState {
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impl FpvPresentState {
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pub fn clear(&mut self) {
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self.last_tick = None;
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self.last_weaponstate = None;
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self.last_sprinting = None;
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self.last_ads_frac = None;
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self.last_weap_anim = None;
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self.last_weap_anim_secondary = None;
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@@ -326,10 +299,8 @@ pub fn events_for_authority_tick(
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if present.last_tick == Some(sample.tick) {
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return Vec::new();
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}
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let events = map_authority_to_fpv(present.last_weaponstate, sample.weaponstate, sample.cues);
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let events = map_authority_to_fpv(sample.cues);
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present.last_tick = Some(sample.tick);
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present.last_weaponstate = Some(sample.weaponstate);
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present.last_sprinting = Some(sample.sprinting);
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present.last_ads_frac = Some(sample.ads_frac);
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events
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}
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