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-rw-r--r--src/game/g_client.c126
-rw-r--r--src/game/g_local.h1
2 files changed, 5 insertions, 122 deletions
diff --git a/src/game/g_client.c b/src/game/g_client.c
index 1061043e..88e75d0b 100644
--- a/src/game/g_client.c
+++ b/src/game/g_client.c
@@ -149,74 +149,6 @@ qboolean SpotWouldTelefrag( gentity_t *spot )
return qfalse;
}
-/*
-================
-G_SelectNearestDeathmatchSpawnPoint
-
-Find the spot that we DON'T want to use
-================
-*/
-gentity_t *G_SelectNearestDeathmatchSpawnPoint( vec3_t from )
-{
- gentity_t *spot;
- vec3_t delta;
- float dist, nearestDist;
- gentity_t *nearestSpot;
-
- nearestSpot = NULL;
- spot = NULL;
-
- while( (spot = G_Find( spot, FOFS( classname ), "info_player_deathmatch" ) ) != NULL )
- {
- VectorSubtract( spot->s.origin, from, delta );
- dist = VectorLength( delta );
-
- if( !nearestSpot || dist < nearestDist )
- {
- nearestDist = dist;
- nearestSpot = spot;
- }
- }
-
- return nearestSpot;
-}
-
-
-/*
-================
-G_SelectRandomDeathmatchSpawnPoint
-
-go to a random point that doesn't telefrag
-================
-*/
-gentity_t *G_SelectRandomDeathmatchSpawnPoint( void )
-{
- gentity_t *spot, *search;
- int count;
-
- count = 0;
- spot = NULL;
-
- while( ( search = G_Find( search, FOFS( classname ), "info_player_deathmatch" ) ) != NULL )
- {
- if( SpotWouldTelefrag( search ) )
- continue;
-
- count++;
- // this is the nth spot; choose it with probability 1/n
- // so we definitely choose the first spot, we then have a 1/2 chance of
- // replacing it with the second...
- // it's pretty easy to see by induction that this works for all n
- if( rand( ) % count == 0 )
- spot = search;
- }
-
- if( !count ) // no spots that won't telefrag
- return G_Find( NULL, FOFS( classname ), "info_player_deathmatch" );
-
- return spot;
-}
-
/*
===========
@@ -225,7 +157,7 @@ G_SelectRandomFurthestSpawnPoint
Chooses a player start, deathmatch start, etc
============
*/
-gentity_t *G_SelectRandomFurthestSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles )
+static gentity_t *G_SelectRandomFurthestSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles )
{
gentity_t *spot;
vec3_t delta;
@@ -309,7 +241,7 @@ find the nearest buildable of the right type that is
spawned/healthy/unblocked etc.
================
*/
-gentity_t *G_SelectSpawnBuildable( vec3_t preference, buildable_t buildable )
+static gentity_t *G_SelectSpawnBuildable( vec3_t preference, buildable_t buildable )
{
gentity_t *search, *spot;
@@ -400,42 +332,11 @@ gentity_t *G_SelectTremulousSpawnPoint( team_t team, vec3_t preference, vec3_t o
/*
===========
-G_SelectInitialSpawnPoint
-
-Try to find a spawn point marked 'initial', otherwise
-use normal spawn selection.
-============
-*/
-gentity_t *G_SelectInitialSpawnPoint( vec3_t origin, vec3_t angles )
-{
- gentity_t *spot;
-
- spot = NULL;
- while( ( spot = G_Find( spot, FOFS( classname ), "info_player_deathmatch" ) ) != NULL )
- {
- if( spot->spawnflags & 1 )
- break;
- }
-
- if( !spot || SpotWouldTelefrag( spot ) )
- {
- return G_SelectSpawnPoint( vec3_origin, origin, angles );
- }
-
- VectorCopy( spot->s.origin, origin );
- origin[ 2 ] += 9;
- VectorCopy( spot->s.angles, angles );
-
- return spot;
-}
-
-/*
-===========
G_SelectSpectatorSpawnPoint
============
*/
-gentity_t *G_SelectSpectatorSpawnPoint( vec3_t origin, vec3_t angles )
+static gentity_t *G_SelectSpectatorSpawnPoint( vec3_t origin, vec3_t angles )
{
FindIntermissionPoint( );
@@ -512,7 +413,7 @@ BodySink
After sitting around for five seconds, fall into the ground and dissapear
=============
*/
-void BodySink( gentity_t *ent )
+static void BodySink( gentity_t *ent )
{
//run on first BodySink call
if( !ent->active )
@@ -537,30 +438,13 @@ void BodySink( gentity_t *ent )
/*
=============
-BodyFree
-
-After sitting around for a while the body becomes a freebie
-=============
-*/
-void BodyFree( gentity_t *ent )
-{
- ent->killedBy = -1;
-
- //if not claimed in the next minute destroy
- ent->think = BodySink;
- ent->nextthink = level.time + 60000;
-}
-
-
-/*
-=============
SpawnCorpse
A player is respawning, so make an entity that looks
just like the existing corpse to leave behind.
=============
*/
-void SpawnCorpse( gentity_t *ent )
+static void SpawnCorpse( gentity_t *ent )
{
gentity_t *body;
int contents;
diff --git a/src/game/g_local.h b/src/game/g_local.h
index b3850da9..1c1ac54b 100644
--- a/src/game/g_local.h
+++ b/src/game/g_local.h
@@ -964,7 +964,6 @@ gentity_t *G_SelectTremulousSpawnPoint( team_t team, vec3_t preference, vec3_t o
gentity_t *G_SelectSpawnPoint( vec3_t avoidPoint, vec3_t origin, vec3_t angles );
gentity_t *G_SelectAlienLockSpawnPoint( vec3_t origin, vec3_t angles );
gentity_t *G_SelectHumanLockSpawnPoint( vec3_t origin, vec3_t angles );
-void SpawnCorpse( gentity_t *ent );
void respawn( gentity_t *ent );
void BeginIntermission( void );
void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles );