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-rw-r--r--src/cgame/cg_view.c48
1 files changed, 0 insertions, 48 deletions
diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c
index 5dc58e30..ec296c04 100644
--- a/src/cgame/cg_view.c
+++ b/src/cgame/cg_view.c
@@ -834,50 +834,6 @@ static int CG_CalcFov( void )
-/*
-===============
-CG_DamageBlendBlob
-
-===============
-*/
-static void CG_DamageBlendBlob( void )
-{
- int t;
- int maxTime;
- refEntity_t ent;
-
- if( !cg.damageValue )
- return;
-
- // ragePro systems can't fade blends, so don't obscure the screen
- if( cgs.glconfig.hardwareType == GLHW_RAGEPRO )
- return;
-
- maxTime = DAMAGE_TIME;
- t = cg.time - cg.damageTime;
-
- if( t <= 0 || t >= maxTime )
- return;
-
-
- memset( &ent, 0, sizeof( ent ) );
- ent.reType = RT_SPRITE;
- ent.renderfx = RF_FIRST_PERSON;
-
- VectorMA( cg.refdef.vieworg, 8, cg.refdef.viewaxis[ 0 ], ent.origin );
- VectorMA( ent.origin, cg.damageX * -8, cg.refdef.viewaxis[ 1 ], ent.origin );
- VectorMA( ent.origin, cg.damageY * 8, cg.refdef.viewaxis[ 2 ], ent.origin );
-
- ent.radius = cg.damageValue * 3;
- ent.customShader = cgs.media.viewBloodShader;
- ent.shaderRGBA[ 0 ] = 255;
- ent.shaderRGBA[ 1 ] = 255;
- ent.shaderRGBA[ 2 ] = 255;
- ent.shaderRGBA[ 3 ] = 200 * ( 1.0 - ( (float)t / maxTime) );
- trap_R_AddRefEntityToScene( &ent );
-}
-
-
#define NORMAL_HEIGHT 64.0f
#define NORMAL_WIDTH 6.0f
@@ -1301,10 +1257,6 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demo
// build cg.refdef
inwater = CG_CalcViewValues( );
- // first person blend blobs, done after AnglesToAxis
- if( !cg.renderingThirdPerson )
- CG_DamageBlendBlob( );
-
// build the render lists
if( !cg.hyperspace )
{