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-rw-r--r--src/cgame/cg_weapons.c23
1 files changed, 0 insertions, 23 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index 7fb68c9..f57eb41 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -746,27 +746,6 @@ static void CG_SetWeaponLerpFrameAnimation( weapon_t weapon, lerpFrame_t *lf, in
}
/*
-===============
-CG_WeaponAnimation
-===============
-*/
-static void CG_WeaponAnimation( centity_t *cent, int *old, int *now, float *backLerp )
-{
- lerpFrame_t *lf = &cent->pe.weapon;
- entityState_t *es = &cent->currentState;
-
- // see if the animation sequence is switching
- if( es->weaponAnim != lf->animationNumber || !lf->animation )
- CG_SetWeaponLerpFrameAnimation( es->weapon, lf, es->weaponAnim );
-
- CG_RunLerpFrame( lf, 1.0f );
-
- *old = lf->oldFrame;
- *now = lf->frame;
- *backLerp = lf->backlerp;
-}
-
-/*
=================
CG_MapTorsoToWeaponFrame
@@ -1073,8 +1052,6 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
gun.customShader = cgs.media.invisibleShaderTeam;
}
- CG_WeaponAnimation( cent, &gun.oldframe, &gun.frame, &gun.backlerp );
-
trap_R_AddRefEntityToScene( &gun );
if( !ps )