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author/dev/humancontroller <devhc@example.com>2014-07-12 23:48:06 +0200
committer/dev/humancontroller <devhc@example.com>2017-03-09 13:51:07 +0100
commit5e0f74ed9df36ba5d58aeb13cce527047e572b90 (patch)
treec1c51b2a20063b0fadef62a952804873c06bb2a8 /src/client
parentef59d5034a993363c2750dcdceed35175d436621 (diff)
remove the abusable levelshot command and related hacks
Diffstat (limited to 'src/client')
-rw-r--r--src/client/cl_cgame.c19
1 files changed, 0 insertions, 19 deletions
diff --git a/src/client/cl_cgame.c b/src/client/cl_cgame.c
index 9ce67455..da15e4e6 100644
--- a/src/client/cl_cgame.c
+++ b/src/client/cl_cgame.c
@@ -336,25 +336,6 @@ rescan:
return qtrue;
}
- // the clientLevelShot command is used during development
- // to generate 128*128 screenshots from the intermission
- // point of levels for the menu system to use
- // we pass it along to the cgame to make apropriate adjustments,
- // but we also clear the console and notify lines here
- if ( !strcmp( cmd, "clientLevelShot" ) ) {
- // don't do it if we aren't running the server locally,
- // otherwise malicious remote servers could overwrite
- // the existing thumbnails
- if ( !com_sv_running->integer ) {
- return qfalse;
- }
- // close the console
- Con_Close();
- // take a special screenshot next frame
- Cbuf_AddText( "wait ; wait ; wait ; wait ; screenshot levelshot\n" );
- return qtrue;
- }
-
// we may want to put a "connect to other server" command here
// cgame can now act on the command