diff options
author | /dev/humancontroller <devhc@example.com> | 2017-04-13 11:30:00 +0000 |
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committer | /dev/humancontroller <devhc@example.com> | 2017-04-15 17:24:20 +0200 |
commit | ade61ba16bcaa053255d8564f6ed45cfb72df13f (patch) | |
tree | fc977333f166bbb5a4b3cf55ae97564294678812 /src/game | |
parent | a2acd48085c60e956b1cad6a9fa12578acbeec5f (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')
-rw-r--r-- | src/game/g_active.c | 2 |
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; |