@@ -59,7 +59,6 @@ type Parser struct {
5959 rawPlayers map [int ]* playerInfo // Maps entity IDs to 'raw' player info
6060 entityIDToPlayers map [int ]* common.Player // Temporary storage since we need to map players from entityID to userID later
6161 additionalPlayerInfo [maxPlayers ]common.AdditionalPlayerInformation // Maps entity IDs to additional player info (scoreboard info)
62- entities map [int ]* st.Entity // Maps entity IDs to entities
6362 modelPreCache []string // Used to find out whether a weapon is a p250 or cz for example (same id)
6463 weapons [maxEntities ]common.Equipment // Used to remember what a weapon is (p250 / cz etc.)
6564 triggers map [int ]* boundingBoxInformation // Maps entity IDs to triggers (used for bombsites)
@@ -100,11 +99,6 @@ func (p *Parser) GameState() *GameState {
10099 return & p .gameState
101100}
102101
103- // Entities returns the available entities.
104- func (p * Parser ) Entities () map [int ]* st.Entity {
105- return p .entities
106- }
107-
108102// CurrentFrame return the number of the current frame, aka. 'demo-tick' (Since demos often have a different tick-rate than the game).
109103// Starts with frame 0, should go up to DemoHeader.PlaybackFrames but might not be the case (usually it's just close to it).
110104func (p * Parser ) CurrentFrame () int {
@@ -244,7 +238,6 @@ func NewParserWithConfig(demostream io.Reader, config ParserConfig) *Parser {
244238 p .equipmentMapping = make (map [* st.ServerClass ]common.EquipmentElement )
245239 p .rawPlayers = make (map [int ]* playerInfo )
246240 p .entityIDToPlayers = make (map [int ]* common.Player )
247- p .entities = make (map [int ]* st.Entity )
248241 p .triggers = make (map [int ]* boundingBoxInformation )
249242 p .cancelChan = make (chan struct {}, 1 )
250243 p .gameState = newGameState ()
0 commit comments