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authorTim Angus <tim@ngus.net>2009-10-03 11:44:18 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:15:17 +0000
commit6423db17d25884730ec3d8d87c6e4f17b7ae1f84 (patch)
tree0312f955730888e19353f3805c1f1a6eb214e81d /src/game
parent122de31ac2834809fb15088eda6f5278d4525fb1 (diff)
* Remove some unused state structures from game
* Remove some unused (mainly baseq3) cgame cvars
Diffstat (limited to 'src/game')
-rw-r--r--src/game/g_client.c3
-rw-r--r--src/game/g_local.h27
-rw-r--r--src/game/g_team.c6
3 files changed, 4 insertions, 32 deletions
diff --git a/src/game/g_client.c b/src/game/g_client.c
index 578fc176..7274494a 100644
--- a/src/game/g_client.c
+++ b/src/game/g_client.c
@@ -1250,8 +1250,6 @@ void ClientBegin( int clientNum )
client->pers.connected = CON_CONNECTED;
client->pers.enterTime = level.time;
- client->pers.teamState.state = TEAM_BEGIN;
- client->pers.classSelection = PCL_NONE;
// save eflags around this, because changing teams will
// cause this to happen with a valid entity, and we
@@ -1365,7 +1363,6 @@ void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles
spawnPoint->clientSpawnTime = HUMAN_SPAWN_REPEAT_TIME;
}
}
- client->pers.teamState.state = TEAM_ACTIVE;
// toggle the teleport bit so the client knows to not lerp
flags = ent->client->ps.eFlags & ( EF_TELEPORT_BIT | EF_VOTED | EF_TEAMVOTED );
diff --git a/src/game/g_local.h b/src/game/g_local.h
index 8f5a19a9..cc15d89b 100644
--- a/src/game/g_local.h
+++ b/src/game/g_local.h
@@ -258,31 +258,6 @@ typedef enum
CON_CONNECTED
} clientConnected_t;
-typedef enum
-{
- TEAM_BEGIN, // Beginning a team game, spawn at base
- TEAM_ACTIVE // Now actively playing
-} playerTeamStateState_t;
-
-typedef struct
-{
- playerTeamStateState_t state;
-
- int location;
-
- int captures;
- int basedefense;
- int carrierdefense;
- int flagrecovery;
- int fragcarrier;
- int assists;
-
- float lasthurtcarrier;
- float lastreturnedflag;
- float flagsince;
- float lastfraggedcarrier;
-} playerTeamState_t;
-
// the auto following clients don't follow a specific client
// number, but instead follow the first two active players
#define FOLLOW_ACTIVE1 -1
@@ -325,7 +300,7 @@ typedef struct
char netname[ MAX_NETNAME ];
int maxHealth; // for handicapping
int enterTime; // level.time the client entered the game
- playerTeamState_t teamState; // status in teamplay games
+ int location; // player locations
int voteCount; // to prevent people from constantly calling votes
qboolean teamInfo; // send team overlay updates?
diff --git a/src/game/g_team.c b/src/game/g_team.c
index c4db7dcf..7d54c5fb 100644
--- a/src/game/g_team.c
+++ b/src/game/g_team.c
@@ -196,7 +196,7 @@ void TeamplayInfoMessage( gentity_t *ent )
Com_sprintf( entry, sizeof( entry ),
" %i %i %i %i %i",
- i, player->client->pers.teamState.location, h, a,
+ i, player->client->pers.location, h, a,
player->client->ps.weapon );
j = strlen( entry );
@@ -235,9 +235,9 @@ void CheckTeamStatus( void )
loc = Team_GetLocation( ent );
if( loc )
- ent->client->pers.teamState.location = loc->health;
+ ent->client->pers.location = loc->health;
else
- ent->client->pers.teamState.location = 0;
+ ent->client->pers.location = 0;
}
}