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authorBen Millwood <thebenmachine@gmail.com>2009-10-03 12:15:17 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:15:47 +0000
commitbbf9693d114d11df15b8e9157a134733e4aa49bd (patch)
treeea3b93a16c0aca311400a8bc566d38b439a667fa /src/cgame/cg_weapons.c
parent0dff9796f8a2921844e84eaa00a550a0b6dcac09 (diff)
* Remove SS_INFESTING and PM_SPINTERMISSION since they were not used
* Merge SS_WALLCLIMBINGCEILING and EF_WALLCLIMBCEILING * Remove ui_emoticons, using the value of cg_emoticons for both contexts. * Add PM_Paralyzed() to get rid of all the silly >= PM_DEAD comparisons * Don't allow players to taunt while dead * Fix full ammo check in reload (oops) * Fiddle with bg_lib.h _MAX/_MIN defines, fix min(), add [u]intX_t typedefs * Remove non-functional cgame command (thanks Amanieu for spotting)
Diffstat (limited to 'src/cgame/cg_weapons.c')
-rw-r--r--src/cgame/cg_weapons.c1
1 files changed, 0 insertions, 1 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index 55a0a2ff..ac0f6a14 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -1219,7 +1219,6 @@ void CG_AddViewWeapon( playerState_t *ps )
cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum];
if( ( ps->persistant[PERS_SPECSTATE] != SPECTATOR_NOT ) ||
- ( ps->stats[ STAT_STATE ] & SS_INFESTING ) ||
( ps->stats[ STAT_STATE ] & SS_HOVELING ) )
return;