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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/game/g_active.c
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/game/g_active.c')
-rw-r--r--src/game/g_active.c2
1 files changed, 0 insertions, 2 deletions
diff --git a/src/game/g_active.c b/src/game/g_active.c
index bfbec2a..4aa38cb 100644
--- a/src/game/g_active.c
+++ b/src/game/g_active.c
@@ -1682,8 +1682,6 @@ void ClientThink_real( gentity_t *ent )
client->lastSlowTime + ABUILDER_BLOB_TIME < level.time )
client->ps.stats[ STAT_STATE ] &= ~SS_SLOWLOCKED;
- client->ps.stats[ STAT_BOOSTTIME ] = level.time - client->lastBoostedTime;
-
if( client->ps.stats[ STAT_STATE ] & SS_BOOSTED &&
client->lastBoostedTime + BOOST_TIME < level.time )
client->ps.stats[ STAT_STATE ] &= ~SS_BOOSTED;