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-rw-r--r--src/cgame/cg_weapons.c14
-rw-r--r--src/game/bg_pmove.c6
2 files changed, 7 insertions, 13 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index d0ea8737..45318cf8 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -869,12 +869,6 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->readySound );
}
- // Lucifer cannon charge warning beep
- if( weaponNum == WP_LUCIFER_CANNON &&
- ( cent->currentState.eFlags & EF_WARN_CHARGE ) )
- trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin,
- vec3_origin, cgs.media.lCannonWarningSound );
-
if( !noGunModel )
{
CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon" );
@@ -1021,6 +1015,12 @@ void CG_AddViewWeapon( playerState_t *ps )
if( ( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE )
CG_GhostBuildable( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT );
+ // Lucifer cannon charge warning beep
+ if( weapon == WP_LUCIFER_CANNON &&
+ ps->stats[ STAT_MISC ] > LCANNON_TOTAL_CHARGE * 2 / 3 )
+ trap_S_AddLoopingSound( ps->clientNum, ps->origin, vec3_origin,
+ cgs.media.lCannonWarningSound );
+
// no gun if in third person view
if( cg.renderingThirdPerson )
return;
@@ -1084,7 +1084,7 @@ void CG_AddViewWeapon( playerState_t *ps )
hand.origin );
VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 1 ],
hand.origin );
- }
+ }
else if( ps->stats[ STAT_MISC2 ] > 0 )
{
// reloading effect
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c
index 3f44debd..45cf89e0 100644
--- a/src/game/bg_pmove.c
+++ b/src/game/bg_pmove.c
@@ -2783,12 +2783,6 @@ static void PM_Weapon( void )
qboolean attack2 = qfalse;
qboolean attack3 = qfalse;
- // Set overcharging flag so other players can hear warning
- pm->ps->eFlags &= ~EF_WARN_CHARGE;
- if( pm->ps->weapon == WP_LUCIFER_CANNON &&
- pm->ps->stats[ STAT_MISC ] > LCANNON_TOTAL_CHARGE * 2 / 3 )
- pm->ps->eFlags |= EF_WARN_CHARGE;
-
// don't allow attack until all buttons are up
if( pm->ps->pm_flags & PMF_RESPAWNED )
return;