diff --git a/source/src/clientgame.cpp b/source/src/clientgame.cpp index 6c7b3c90..a09dd34e 100644 --- a/source/src/clientgame.cpp +++ b/source/src/clientgame.cpp @@ -586,7 +586,6 @@ void startmap(char *name) // called just after a map load setvar("fogcolour", 0x8099B3); showscores(false); intermission = false; - framesinmap = 0; conoutf("game mode is \"%s\"", modestr(gamemode)); clearbounceents(); }; diff --git a/source/src/main.cpp b/source/src/main.cpp index e59ea267..18efd11c 100644 --- a/source/src/main.cpp +++ b/source/src/main.cpp @@ -202,8 +202,6 @@ void keyrepeat(bool on) VARF(gamespeed, 10, 100, 1000, if(multiplayer()) gamespeed = 100); -int framesinmap = 0; - int main(int argc, char **argv) { bool dedicated = false; @@ -353,13 +351,7 @@ int main(int argc, char **argv) computeraytable(camera1->o.x, camera1->o.y); SDL_GL_SwapBuffers(); extern void updatevol(); updatevol(); - if(framesinmap++<5) // cheap hack to get rid of initial sparklies, even when triple buffering etc. - { - camera1->yaw += 5; - gl_drawframe(scr_w, scr_h, 1.0f, fps); - camera1->yaw -= 5; - }; - gl_drawframe(scr_w, scr_h, fpshighfps ? fps/highfps : 1.0f), fps); + if(frames>3) gl_drawframe(scr_w, scr_h, fpshighfps ? fps/highfps : 1.0f), fps); //SDL_Delay(100); SDL_Event event; int lasttype = 0, lastbut = 0;