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authorTim Angus <tim@ngus.net>2006-06-18 16:35:33 +0000
committerTim Angus <tim@ngus.net>2006-06-18 16:35:33 +0000
commit9a3d84421ff10ada947dac98376381bb863db12b (patch)
treed44edcf4676d97700327a64a2142313036def587 /src
parent9f8997f0438367e34335d48320b09b603354cb65 (diff)
* Removed redundant grenade code
Diffstat (limited to 'src')
-rw-r--r--src/game/g_active.c28
1 files changed, 0 insertions, 28 deletions
diff --git a/src/game/g_active.c b/src/game/g_active.c
index 299ca9f9..73c42b99 100644
--- a/src/game/g_active.c
+++ b/src/game/g_active.c
@@ -865,34 +865,6 @@ void ClientEvents( gentity_t *ent, int oldEventSequence )
break;
case EV_NOAMMO:
- //if we just ran out of grenades, remove the inventory item
- if( ent->s.weapon == WP_GRENADE )
- {
- int j;
-
- BG_RemoveWeaponFromInventory( ent->s.weapon, ent->client->ps.stats );
-
- //switch to the first non blaster weapon
- for( j = WP_NONE + 1; j < WP_NUM_WEAPONS; j++ )
- {
- if( j == WP_BLASTER )
- continue;
-
- if( BG_InventoryContainsWeapon( j, ent->client->ps.stats ) )
- {
- G_ForceWeaponChange( ent, j );
- break;
- }
- }
-
- //only got the blaster to switch to
- if( j == WP_NUM_WEAPONS )
- G_ForceWeaponChange( ent, WP_BLASTER );
-
- //update ClientInfo
- ClientUserinfoChanged( ent->client->ps.clientNum );
- }
-
break;
default: