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-rw-r--r--src/game/g_missile.c80
1 files changed, 0 insertions, 80 deletions
diff --git a/src/game/g_missile.c b/src/game/g_missile.c
index 3ac98f2..071d26d 100644
--- a/src/game/g_missile.c
+++ b/src/game/g_missile.c
@@ -1525,86 +1525,6 @@ gentity_t *fire_slowBlob( gentity_t *self, vec3_t start, vec3_t dir )
return bolt;
}
-/*
-=================
-fire_acidBomb2
-adv basi
-=================
-*/
-gentity_t *fire_acidBomb2( gentity_t *self, vec3_t start, vec3_t dir, int wp )
-{
- gentity_t *bolt;
-
- VectorNormalize ( dir );
-
- bolt = G_Spawn( );
- bolt->classname = "acidbomb";
- bolt->nextthink = level.time + 8000;
- bolt->think = G_ExplodeMissile;
- bolt->s.eType = ET_MISSILE;
- bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
- bolt->s.weapon = wp;
- bolt->s.eFlags = EF_BOUNCE_HALF;
- bolt->s.generic1 = self->s.generic1; //weaponMode
- bolt->r.ownerNum = self->s.number;
- bolt->parent = self;
- bolt->damage = ABOMB2_DMG;
- bolt->splashDamage = ABOMB2_SPLASH_DMG;
- bolt->splashRadius = ABOMB2_SPLASH_RADIUS;
- bolt->methodOfDeath = MOD_ABOMB;
- bolt->splashMethodOfDeath = MOD_ABOMB;
- bolt->clipmask = MASK_SHOT;
- bolt->target_ent = NULL;
- bolt->r.mins[ 0 ] = bolt->r.mins[ 1 ] = bolt->r.mins[ 2 ] = -5.0f;
- bolt->r.maxs[ 0 ] = bolt->r.maxs[ 1 ] = bolt->r.maxs[ 2 ] = 5.0f;
- bolt->s.pos.trType = TR_GRAVITY;
- bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
- VectorCopy( start, bolt->s.pos.trBase );
- VectorScale( dir, ABOMB2_SPEED, bolt->s.pos.trDelta );
- SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
- VectorCopy( start, bolt->r.currentOrigin );
- return bolt;
-}
-
-/*
-=================
-fire_acidBomb
-=================
-*/
-gentity_t *fire_acidBomb( gentity_t *self, vec3_t start, vec3_t dir, int wp )
-{
- gentity_t *bolt;
- VectorNormalize ( dir );
- bolt = G_Spawn( );
- bolt->classname = "acidbomb";
- bolt->nextthink = level.time + 8000;
- bolt->think = G_ExplodeMissile;
- bolt->s.eType = ET_MISSILE;
- bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
- bolt->s.weapon = wp;
- bolt->s.eFlags = EF_BOUNCE_HALF;
- bolt->s.generic1 = self->s.generic1; //weaponMode
- bolt->r.ownerNum = self->s.number;
- bolt->parent = self;
- bolt->damage = ABOMB_DMG;
- bolt->splashDamage = ABOMB_SPLASH_DMG;
- bolt->splashRadius = ABOMB_SPLASH_RADIUS;
- bolt->methodOfDeath = MOD_ABOMB;
- bolt->splashMethodOfDeath = MOD_ABOMB;
- bolt->clipmask = MASK_SHOT;
- bolt->target_ent = NULL;
- bolt->r.mins[ 0 ] = bolt->r.mins[ 1 ] = bolt->r.mins[ 2 ] = -5.0f;
- bolt->r.maxs[ 0 ] = bolt->r.maxs[ 1 ] = bolt->r.maxs[ 2 ] = 5.0f;
- bolt->s.pos.trType = TR_GRAVITY;
- bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
- VectorCopy( start, bolt->s.pos.trBase );
- VectorScale( dir, ABOMB_SPEED, bolt->s.pos.trDelta );
- SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
- VectorCopy( start, bolt->r.currentOrigin );
-
- return bolt;
-}
-
void mine_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod )
{