diff options
-rw-r--r-- | src/game/g_active.c | 33 | ||||
-rw-r--r-- | src/game/g_local.h | 5 |
2 files changed, 0 insertions, 38 deletions
diff --git a/src/game/g_active.c b/src/game/g_active.c index 4bd1c30e..e3c6eaa5 100644 --- a/src/game/g_active.c +++ b/src/game/g_active.c @@ -1209,37 +1209,6 @@ static void G_UnlaggedDetectCollisions( gentity_t *ent ) /* ============== -G_CheckZap -============== -*/ -static void G_CheckZap( gentity_t *ent ) -{ - int i; - - if( !ent->zapping ) - { - // clear out established targets - for( i = 0; i < LEVEL2_AREAZAP_MAX_TARGETS; i++ ) - { - ent->zapTargets[ i ] = -1; - } - ent->zapDmg = 0.0f; - } - ent->wasZapping = ent->zapping; - ent->zapping = qfalse; - - if( ent->client->ps.weapon == WP_ALEVEL2_UPG && - ( ent->client->pers.cmd.buttons & BUTTON_ATTACK2 ) ) - { - ent->zapping = qtrue; - } - - if( ent->wasZapping && !ent->zapping ) - ent->client->ps.weaponTime = LEVEL2_AREAZAP_REPEAT; -} - -/* -============== ClientThink This will be called once for each client frame, which will @@ -1639,8 +1608,6 @@ void ClientThink_real( gentity_t *ent ) // touch other objects ClientImpacts( ent, &pm ); - G_CheckZap( ent ); - // execute client events ClientEvents( ent, oldEventSequence ); diff --git a/src/game/g_local.h b/src/game/g_local.h index 75dc691e..2fbe4238 100644 --- a/src/game/g_local.h +++ b/src/game/g_local.h @@ -241,11 +241,6 @@ struct gentity_s int lastDamageTime; int nextRegenTime; - qboolean zapping; // adv maurader is zapping - qboolean wasZapping; // adv maurader was zapping - int zapTargets[ LEVEL2_AREAZAP_MAX_TARGETS ]; - float zapDmg; // keep track of damage - qboolean ownerClear; // used for missle tracking qboolean pointAgainstWorld; // don't use the bbox for map collisions |