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-rw-r--r--src/cgame/cg_players.c64
1 files changed, 9 insertions, 55 deletions
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c
index ee0ce936..09098e31 100644
--- a/src/cgame/cg_players.c
+++ b/src/cgame/cg_players.c
@@ -417,22 +417,8 @@ static void CG_LoadClientInfo( clientInfo_t *ci ) {
}
// fall back
- if ( cgs.gametype >= GT_TEAM ) {
-/* // keep skin name
- if( ci->team == TEAM_BLUE ) {
- Q_strncpyz(teamname, DEFAULT_BLUETEAM_NAME, sizeof(teamname) );
- } else {
- Q_strncpyz(teamname, DEFAULT_REDTEAM_NAME, sizeof(teamname) );
- }
- if ( !CG_RegisterClientModelname( ci, DEFAULT_MODEL, ci->skinName ) ) {
- CG_Error( "DEFAULT_MODEL / skin (%s/%s) failed to register",
- DEFAULT_MODEL, ci->skinName );
- }*/
- } else {
- if ( !CG_RegisterClientModelname( ci, DEFAULT_MODEL, "default" ) ) {
- CG_Error( "DEFAULT_MODEL (%s) failed to register", DEFAULT_MODEL );
- }
- }
+ if( !CG_RegisterClientModelname( ci, DEFAULT_MODEL, "default" ) )
+ CG_Error( "DEFAULT_MODEL (%s) failed to register", DEFAULT_MODEL );
}
// sounds
@@ -567,29 +553,6 @@ static void CG_SetDeferredClientInfo( clientInfo_t *ci ) {
int i;
clientInfo_t *match;
- // if we are in teamplay, only grab a model if the skin is correct
- if ( cgs.gametype >= GT_TEAM ) {
- for ( i = 0 ; i < cgs.maxclients ; i++ ) {
- match = &cgs.clientinfo[ i ];
- if ( !match->infoValid ) {
- continue;
- }
- if ( Q_stricmp( ci->skinName, match->skinName ) ) {
- continue;
- }
- ci->deferred = qtrue;
- CG_CopyClientInfoModel( match, ci );
- return;
- }
-
- // load the full model, because we don't ever want to show
- // an improper team skin. This will cause a hitch for the first
- // player, when the second enters. Combat shouldn't be going on
- // yet, so it shouldn't matter
- CG_LoadClientInfo( ci );
- return;
- }
-
// find the first valid clientinfo and grab its stuff
for ( i = 0 ; i < cgs.maxclients ; i++ ) {
match = &cgs.clientinfo[ i ];
@@ -828,7 +791,7 @@ void CG_NewClientInfo( int clientNum ) {
{
// keep whatever they had if it won't violate team skins
if ( ci->infoValid &&
- ( cgs.gametype < GT_TEAM || !Q_stricmp( newInfo.skinName, ci->skinName ) ) )
+ ( !Q_stricmp( newInfo.skinName, ci->skinName ) ) )
{
CG_CopyClientInfoModel( ci, &newInfo );
newInfo.deferred = qtrue;
@@ -1515,28 +1478,19 @@ CG_PlayerSprites
Float sprites over the player's head
===============
*/
-static void CG_PlayerSprites( centity_t *cent ) {
- int team;
-
- if ( cent->currentState.eFlags & EF_CONNECTION ) {
+static void CG_PlayerSprites( centity_t *cent )
+{
+ if( cent->currentState.eFlags & EF_CONNECTION )
+ {
CG_PlayerFloatSprite( cent, cgs.media.connectionShader );
return;
}
- if ( cent->currentState.eFlags & EF_TALK ) {
+ if( cent->currentState.eFlags & EF_TALK )
+ {
CG_PlayerFloatSprite( cent, cgs.media.balloonShader );
return;
}
-
- team = cgs.clientinfo[ cent->currentState.clientNum ].team;
- if ( !(cent->currentState.eFlags & EF_DEAD) &&
- cg.snap->ps.persistant[PERS_TEAM] == team &&
- cgs.gametype >= GT_TEAM) {
- if (cg_drawFriend.integer) {
- CG_PlayerFloatSprite( cent, cgs.media.friendShader );
- }
- return;
- }
}
/*