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-rw-r--r--src/game/g_buildable.c35
1 files changed, 0 insertions, 35 deletions
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index a6daffa..472c70f 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -1900,41 +1900,6 @@ void ASpitefulAbcess_Die( gentity_t *self, gentity_t *inflictor, gentity_t *atta
self->powered = qfalse; //free up power
self->s.eFlags &= ~EF_FIRING; //prevent any firing effects
- if ( self->spawned )
- {
- // Grab all entities around us
- VectorAdd(self->s.origin, range, maxs);
- VectorSubtract(self->s.origin, range, mins);
-
- total_entities = trap_EntitiesInBox(mins, maxs, entityList, MAX_GENTITIES);
-
- // Loop entities looking for an enemy body
- for( i = 0; i < total_entities; i++ )
- {
- target = &g_entities[entityList[i]];
- if( target->client && target->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS )
- {
- if( G_Visible( self, target, MASK_SHOT ) )
- {
- if( BG_InventoryContainsUpgrade( UP_LIGHTARMOUR, target->client->ps.stats ) )
- continue;
-
- if( BG_InventoryContainsUpgrade( UP_BATTLESUIT, target->client->ps.stats ) )
- continue;
-
- if( !( target->client->ps.eFlags & EF_POISONCLOUDED ) )
- {
- //target->client->ps.stats[ STAT_STATE ] |= SS_POISONCLOUDED;
- target->client->ps.eFlags |= EF_POISONCLOUDED;
- target->client->lastPoisonCloudedTime = level.time;
- //target->client->lastPoisonCloudedClient = self;
- trap_SendServerCommand( target->client->ps.clientNum, "poisoncloud" );
- }
- }
- }
- }
- }
-
//pretty events and item cleanup
self->s.eFlags |= EF_NODRAW; //don't draw the model once its destroyed
G_AddEvent( self, EV_ALIEN_BUILDABLE_EXPLOSION, DirToByte( dir ) );