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-rw-r--r--src/cgame/cg_predict.c14
1 files changed, 6 insertions, 8 deletions
diff --git a/src/cgame/cg_predict.c b/src/cgame/cg_predict.c
index 3a2ae803..08e22518 100644
--- a/src/cgame/cg_predict.c
+++ b/src/cgame/cg_predict.c
@@ -285,20 +285,18 @@ static void CG_TouchItem( centity_t *cent ) {
if ( !cg_predictItems.integer ) {
return;
}
- if ( !BG_PlayerTouchesItem( &cg.predictedPlayerState, &cent->currentState, cg.time ) ) {
+/* if ( !BG_PlayerTouchesItem( &cg.predictedPlayerState, &cent->currentState, cg.time ) ) {
return;
- }
+ }*/
// never pick an item up twice in a prediction
if ( cent->miscTime == cg.time ) {
return;
}
- if ( !BG_CanItemBeGrabbed( cgs.gametype, &cent->currentState, &cg.predictedPlayerState ) ) {
+/* if ( !BG_CanItemBeGrabbed( cgs.gametype, &cent->currentState, &cg.predictedPlayerState ) ) {
return; // can't hold it
- }
-
- item = &bg_itemlist[ cent->currentState.modelindex ];
+ }*/
// grab it
BG_AddPredictableEventToPlayerstate( EV_ITEM_PICKUP, cent->currentState.modelindex , &cg.predictedPlayerState);
@@ -310,12 +308,12 @@ static void CG_TouchItem( centity_t *cent ) {
cent->miscTime = cg.time;
// if its a weapon, give them some predicted ammo so the autoswitch will work
- if ( item->giType == IT_WEAPON ) {
+/* if ( item->giType == IT_WEAPON ) {
BG_packWeapon( item->giTag, cg.predictedPlayerState.stats );
if ( ammo == 0 && clips == 0 ) {
BG_packAmmoArray( item->giTag, cg.predictedPlayerState.ammo, cg.predictedPlayerState.powerups, 1, 0, 0 );
}
- }
+ }*/
}