From ade61ba16bcaa053255d8564f6ed45cfb72df13f Mon Sep 17 00:00:00 2001 From: /dev/humancontroller Date: Thu, 13 Apr 2017 11:30:00 +0000 Subject: remove the "poison running out" blinking functionality the real reason behind this is to avoid changing the playerstate's boosttime stat almost every frame --- src/cgame/cg_draw.c | 10 +--------- 1 file changed, 1 insertion(+), 9 deletions(-) (limited to 'src/cgame') 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 ); -- cgit