diff options
author | Tim Angus <tim@ngus.net> | 2005-07-03 22:28:37 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2005-07-03 22:28:37 +0000 |
commit | 9a710aa71278ebd717201fc3db03f96ea98f06b2 (patch) | |
tree | 09f5a2d2b6bf8f62d8591f28975fc57b66d336f3 /src/game | |
parent | aa8b4d3185ffb552254e2d05af348d0d7dee491b (diff) |
* Removed misc_spriter from the source
Diffstat (limited to 'src/game')
-rw-r--r-- | src/game/bg_public.h | 1 | ||||
-rw-r--r-- | src/game/g_misc.c | 60 | ||||
-rw-r--r-- | src/game/g_spawn.c | 2 |
3 files changed, 0 insertions, 63 deletions
diff --git a/src/game/bg_public.h b/src/game/bg_public.h index a90bf0cc..07a27850 100644 --- a/src/game/bg_public.h +++ b/src/game/bg_public.h @@ -1226,7 +1226,6 @@ typedef enum ET_GRAPPLE, // grapple hooked on wall ET_CORPSE, - ET_SPRITER, ET_PARTICLE_SYSTEM, ET_ANIMMAPOBJ, ET_MODELDOOR, diff --git a/src/game/g_misc.c b/src/game/g_misc.c index 3c5314b4..99eff1ab 100644 --- a/src/game/g_misc.c +++ b/src/game/g_misc.c @@ -244,66 +244,6 @@ void SP_misc_portal_camera( gentity_t *ent ) /* =============== -SP_use_spriter - -Use function for spriter -=============== -*/ -void SP_use_spriter( gentity_t *self, gentity_t *other, gentity_t *activator ) -{ - //toggle EF_NODRAW - self->s.eFlags ^= EF_NODRAW; -} - -/* -=============== -SP_spawn_spriter - -Spawn function for spriter -=============== -*/ -void SP_misc_spriter( gentity_t *self ) -{ - G_SetOrigin( self, self->s.origin ); - - //set a bunch of stuff to be visible client side - VectorCopy( self->acceleration, self->s.origin2 ); - - self->s.time = (int)self->speed; - self->s.time2 = (int)self->wait; - self->s.powerups = (int)self->random; - self->s.angles2[ 0 ] = self->physicsBounce; - - self->s.modelindex = self->pos1[ 0 ]; - self->s.modelindex2 = self->pos1[ 1 ]; - - self->s.legsAnim = self->pos2[ 0 ]; - self->s.torsoAnim = self->pos2[ 1 ]; - - if( self->count > 0 ) - self->s.angles2[ 1 ] = ( 1000 / self->count ); - else - self->s.angles2[ 1 ] = 1000; - - //add the shader to the client precache list - self->s.weapon = G_ShaderIndex( self->targetShaderName ); - -/* if( self->spawnflags & 1 ) - self->s.eFlags |= EF_OVERDRAW_OFF;*/ - if( self->spawnflags & ( 1 << 1 ) ) - self->s.eFlags |= EF_REAL_LIGHT; - if( self->spawnflags & ( 1 << 2 ) ) - self->s.eFlags |= EF_NODRAW; - - self->use = SP_use_spriter; - - self->s.eType = ET_SPRITER; - - trap_LinkEntity( self ); -} - -/* -=============== SP_use_particle_system Use function for particle_system diff --git a/src/game/g_spawn.c b/src/game/g_spawn.c index b737a8ab..eae5c724 100644 --- a/src/game/g_spawn.c +++ b/src/game/g_spawn.c @@ -215,7 +215,6 @@ void SP_shooter_plasma( gentity_t *ent ); void SP_shooter_grenade( gentity_t *ent ); //TA: -void SP_misc_spriter( gentity_t *ent ); void SP_misc_particle_system( gentity_t *ent ); void SP_misc_anim_model( gentity_t *ent ); void SP_misc_light_flare( gentity_t *ent ); @@ -288,7 +287,6 @@ spawn_t spawns[ ] = { "misc_portal_surface", SP_misc_portal_surface }, { "misc_portal_camera", SP_misc_portal_camera }, - { "misc_spriter", SP_misc_spriter }, { "misc_particle_system", SP_misc_particle_system }, { "misc_anim_model", SP_misc_anim_model }, { "misc_light_flare", SP_misc_light_flare }, |