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-rw-r--r--src/game/g_buildable.c3
-rw-r--r--src/game/g_local.h2
2 files changed, 0 insertions, 5 deletions
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index 7bebe95c..b66b3ad3 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -2828,9 +2828,6 @@ void G_BuildableThink( gentity_t *ent, int msec )
}
- if( ent->lev1Grabbed && ent->lev1GrabTime + LEVEL1_GRAB_TIME < level.time )
- ent->lev1Grabbed = qfalse;
-
if( ent->clientSpawnTime > 0 )
ent->clientSpawnTime -= msec;
diff --git a/src/game/g_local.h b/src/game/g_local.h
index 0202be7e..ba47dcbc 100644
--- a/src/game/g_local.h
+++ b/src/game/g_local.h
@@ -213,8 +213,6 @@ struct gentity_s
int nextPhysicsTime; // buildables don't need to check what they're sitting on
// every single frame.. so only do it periodically
int clientSpawnTime; // the time until this spawn can spawn a client
- qboolean lev1Grabbed; // for turrets interacting with lev1s
- int lev1GrabTime; // for turrets interacting with lev1s
int credits[ MAX_CLIENTS ]; // human credits for each client
qboolean creditsHash[ MAX_CLIENTS ]; // track who has claimed credit