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author/dev/humancontroller <devhc@example.com>2017-04-13 11:30:00 +0000
committer/dev/humancontroller <devhc@example.com>2017-04-15 17:24:20 +0200
commitade61ba16bcaa053255d8564f6ed45cfb72df13f (patch)
treefc977333f166bbb5a4b3cf55ae97564294678812 /src/cgame
parenta2acd48085c60e956b1cad6a9fa12578acbeec5f (diff)
remove the "poison running out" blinking functionality
the real reason behind this is to avoid changing the playerstate's boosttime stat almost every frame
Diffstat (limited to 'src/cgame')
-rw-r--r--src/cgame/cg_draw.c10
1 files changed, 1 insertions, 9 deletions
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c
index 9efed5e..f4bf88e 100644
--- a/src/cgame/cg_draw.c
+++ b/src/cgame/cg_draw.c
@@ -825,15 +825,7 @@ static void CG_DrawPlayerBoosterBolt( rectDef_t *rect, vec4_t color, qhandle_t s
Vector4Copy( color, localColor );
if( boosted )
- {
- if( ps->stats[ STAT_BOOSTTIME ] > BOOST_TIME - 3000 )
- {
- qboolean flash = ( ps->stats[ STAT_BOOSTTIME ] / 500 ) % 2;
-
- if( flash )
- localColor[ 3 ] = 1.0f;
- }
- }
+ localColor[ 3 ] = 1.0f;
trap_R_SetColor( localColor );
CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );