commit 0d8aaceb0e2375fcb3e38b66b5529e3bfb2a72c9 parent 336adfeb4290f9268ab079835c270f81277fe29a Author: Michael Savage <mikejsavage@gmail.com> Date: Sun Nov 13 22:34:57 +0200 Remove Linux-specific break_on_next code Diffstat:
mod_btt.cc | | | 4 | ---- |
diff --git a/mod_btt.cc b/mod_btt.cc @@ -228,12 +228,9 @@ static void draw_qt( ImmediateContext * imm, AABBu32 aabb, const array< Heightma } } -bool break_on_next = false; extern "C" GAME_FRAME( game_frame ) { glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - if( input->keys[ 't' ] ) break_on_next = true; - const int fb = input->keys[ 'w' ] - input->keys[ 's' ]; const int lr = input->keys[ 'a' ] - input->keys[ 'd' ]; const int dz = input->keys[ KEY_SPACE ] - input->keys[ KEY_LEFTSHIFT ]; @@ -281,7 +278,6 @@ extern "C" GAME_FRAME( game_frame ) { glUniformMatrix4fv( game->test_outline_un_vp, 1, GL_FALSE, ( float * ) &VP ); float t; - if( break_on_next ) asm( "int $3" ); if( ray_vs_quadtree( &qt, GLMV3( game->pos ), GLMV3( angles_to_vector( game->angles ) ), &t ) ) { glm::vec3 impact = game->pos + angles_to_vector( game->angles ) * t; printf( "impact (%f) %f %f %f\n", t, impact.x, impact.y, impact.z );