diff options
author | Tim Angus <tim@ngus.net> | 2005-09-01 21:19:10 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2005-09-01 21:19:10 +0000 |
commit | e7939256c27f42cbdec1a3648482563118c628d1 (patch) | |
tree | a08ef8b324187a0e4372c42dedebda6c043f6bb5 /src/cgame/cg_event.c | |
parent | 843544049f06b2b60bbf4e0f6964aa7a36924ffd (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.c | 7 |
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 ); |