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authorBen Millwood <thebenmachine@gmail.com>2009-10-03 12:58:55 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:16:23 +0000
commit52da147a0f0f47b8d4d0878a64111c0bfb1b59fc (patch)
tree516d457271a089525a8602877e0db1d15134435d /src/game/g_buildable.c
parenta1f504b8679292008cbf6363e2df7e03d47f353a (diff)
Merge most of the CalculateBuildPoints loops
It may be possible to do this further but as it is I've simplified and efficientised the code a good deal. Also some tiny irrelevant cleanups
Diffstat (limited to 'src/game/g_buildable.c')
-rw-r--r--src/game/g_buildable.c9
1 files changed, 2 insertions, 7 deletions
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index 11d7ea2a..5d40cd15 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -2465,12 +2465,6 @@ think function
*/
void HSpawn_Disappear( gentity_t *self )
{
- vec3_t dir;
-
- // we don't have a valid direction, so just point straight up
- dir[ 0 ] = dir[ 1 ] = 0;
- dir[ 2 ] = 1;
-
self->s.eFlags |= EF_NODRAW; //don't draw the model once its destroyed
self->timestamp = level.time;
G_QueueBuildPoints( self );
@@ -2868,7 +2862,8 @@ static gentity_t *G_FindBuildable( buildable_t buildable )
int i;
gentity_t *ent;
- for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ )
+ for( i = MAX_CLIENTS, ent = g_entities + i;
+ i < level.num_entities; i++, ent++ )
{
if( ent->s.eType != ET_BUILDABLE )
continue;