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authorTim Angus <tim@ngus.net>2005-09-01 21:19:10 +0000
committerTim Angus <tim@ngus.net>2005-09-01 21:19:10 +0000
commite7939256c27f42cbdec1a3648482563118c628d1 (patch)
treea08ef8b324187a0e4372c42dedebda6c043f6bb5 /src/cgame/cg_event.c
parent843544049f06b2b60bbf4e0f6964aa7a36924ffd (diff)
* Reworked how weapon changes are performed, fixing bugs in the process
* Weapon now drops momentarily when reloading * The stage kill counters are now incremented for structure kills if players did more then 50% of the total damage
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 4ac8f984..64f23f52 100644
--- a/src/cgame/cg_event.c
+++ b/src/cgame/cg_event.c
@@ -672,13 +672,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position )
trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.selectSound );
break;
- case EV_NEXT_WEAPON:
- DEBUGNAME( "EV_NEXT_WEAPON" );
-
- if( clientNum == cg.predictedPlayerState.clientNum )
- CG_NextWeapon_f( );
- break;
-
case EV_FIRE_WEAPON:
DEBUGNAME( "EV_FIRE_WEAPON" );
CG_FireWeapon( cent, WPM_PRIMARY );