diff options
author | Tim Angus <tim@ngus.net> | 2005-07-21 01:42:41 +0000 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2005-07-21 01:42:41 +0000 |
commit | 48d452bba1e9845d7935e03c520623f0b65a136d (patch) | |
tree | a14ca612d27d7f254920771b1f0a0d0ceb55afe9 /src/game/g_combat.c | |
parent | e98dcba13a94fb5c826d5d2e50d2a7bcc67040d1 (diff) |
* Change death by dragoon obituary from "clawed" to "chomped"
* Fixed the bug where spectators saw team chat
* Added ping display to the lagometer
* Renormalised some balance variables
* Fixed the bug where bodies would sometimes disappear immediately after death
* Fixed the "dancing buildables" bug
* Fixed the bug where buildable animation sounds were inappropriately played upon entering PVS
* Fixed a subtle stage bug
* Added code to indicate which stage a team is on via the scoreboard
Diffstat (limited to 'src/game/g_combat.c')
-rw-r--r-- | src/game/g_combat.c | 28 |
1 files changed, 1 insertions, 27 deletions
diff --git a/src/game/g_combat.c b/src/game/g_combat.c index 515ecfe7..7b84ccc2 100644 --- a/src/game/g_combat.c +++ b/src/game/g_combat.c @@ -70,24 +70,6 @@ void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) angles[ ROLL ] = 0; } -/* -================== -body_die -================== -*/ -void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) -{ - if( self->health > GIB_HEALTH ) - return; - - if( !g_blood.integer ) - { - self->health = GIB_HEALTH + 1; - return; - } -} - - // these are just for logging, the client prints its own messages char *modNames[ ] = { @@ -387,7 +369,7 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int self->client->pers.classSelection = PCL_NONE; //TA: reset the classtype - self->takedamage = qtrue; // can still be gibbed + self->takedamage = qfalse; // can still be gibbed self->s.weapon = WP_NONE; self->r.contents = CONTENTS_CORPSE; @@ -447,11 +429,6 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int } } - // for the no-blood option, we need to prevent the health - // from going to gib level - if( self->health <= GIB_HEALTH ) - self->health = GIB_HEALTH+1; - self->client->ps.legsAnim = ( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; @@ -463,9 +440,6 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int G_AddEvent( self, EV_DEATH1 + i, killer ); - // the body can still be gibbed - self->die = body_die; - // globally cycle through the different death animations i = ( i + 1 ) % 3; } |