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-rw-r--r--src/game/server/entities/character.cpp4
-rw-r--r--src/game/server/entities/laser.cpp1
2 files changed, 0 insertions, 5 deletions
diff --git a/src/game/server/entities/character.cpp b/src/game/server/entities/character.cpp
index 821aade5..8ab41df3 100644
--- a/src/game/server/entities/character.cpp
+++ b/src/game/server/entities/character.cpp
@@ -115,8 +115,6 @@ void CCharacter::HandleNinja()
 	if(m_ActiveWeapon != WEAPON_NINJA)
 		return;
 
-	vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));
-
 	if ((Server()->Tick() - m_Ninja.m_ActivationTick) > (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000))
 	{
 		// time's up, return
@@ -436,8 +434,6 @@ void CCharacter::HandleWeapons()
 	//ninja
 	HandleNinja();
 
-	vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));
-
 	// check reload timer
 	if(m_ReloadTimer)
 	{
diff --git a/src/game/server/entities/laser.cpp b/src/game/server/entities/laser.cpp
index 30ed0a9b..af66fe0c 100644
--- a/src/game/server/entities/laser.cpp
+++ b/src/game/server/entities/laser.cpp
@@ -44,7 +44,6 @@ void CLaser::DoBounce()
 	}
 
 	vec2 To = m_Pos + m_Dir * m_Energy;
-	vec2 OrgTo = To;
 
 	if(GameServer()->Collision()->IntersectLine(m_Pos, To, 0x0, &To))
 	{