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authorMichael Levin <risujin@fastmail.fm>2009-10-03 11:33:36 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:15:07 +0000
commit3750577e8d18451939e5ae58b90bd75a397737ba (patch)
treee10f36ec71b57a0f5da3d702b7d6ff9bedb25372 /src/cgame/cg_event.c
parent7f9e87b189414ea8eef4a2bcec4c380142b16bab (diff)
* Mass driver reverted to upstream (function and effect)
* Squad marking removed * Marauder walljump reverted to upstream * Minijump removed Enjoy!
Diffstat (limited to 'src/cgame/cg_event.c')
-rw-r--r--src/cgame/cg_event.c7
1 files changed, 0 insertions, 7 deletions
diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c
index 2d622088..e4b9fb44 100644
--- a/src/cgame/cg_event.c
+++ b/src/cgame/cg_event.c
@@ -874,13 +874,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position )
CG_ShotgunFire( es );
break;
- case EV_MASS_DRIVER:
- DEBUGNAME( "EV_MASS_DRIVER" );
- ByteToDir( es->eventParm, dir );
- CG_MissileHitWall( es->weapon, es->generic1, 0, position, dir, IMPACTSOUND_DEFAULT, 0 );
- CG_MassDriverFire( es );
- break;
-
case EV_GENERAL_SOUND:
DEBUGNAME( "EV_GENERAL_SOUND" );
if( cgs.gameSounds[ es->eventParm ] )