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-rw-r--r--src/cgame/cg_weapons.c37
1 files changed, 0 insertions, 37 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index d0968dd9..a4f8b667 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -1611,43 +1611,6 @@ void CG_MissileHitPlayer( weapon_t weaponNum, weaponMode_t weaponMode,
CG_MissileHitWall( weaponNum, weaponMode, 0, origin, dir, IMPACTSOUND_FLESH, charge );
}
-/*
-==============
-CG_MassDriverFire
-
-Draws the mass driver trail
-==============
-*/
-
-#define MDRIVER_MUZZLE_OFFSET 48.0f
-
-void CG_MassDriverFire( entityState_t *es )
-{
- vec3_t front, frontToBack;
- trailSystem_t *ts;
- float length;
-
- ts = CG_SpawnNewTrailSystem( cgs.media.massDriverTS );
- if( !CG_IsTrailSystemValid( &ts ) )
- return;
-
- // trail front attaches to the player, needs to be pushed forward a bit
- // so that it doesn't look like it shot out of the wrong location
- VectorCopy( es->origin2, front );
- VectorSubtract( es->pos.trBase, front, frontToBack );
- length = VectorLength( frontToBack );
- if( length - MDRIVER_MUZZLE_OFFSET < 0.0f )
- return;
- VectorScale( frontToBack, 1.0f / length, frontToBack );
- VectorMA( front, MDRIVER_MUZZLE_OFFSET, frontToBack, front );
- CG_SetAttachmentPoint( &ts->frontAttachment, front );
- CG_AttachToPoint( &ts->frontAttachment );
-
- // trail back attaches to the impact point
- CG_SetAttachmentPoint( &ts->backAttachment, es->pos.trBase );
- CG_AttachToPoint( &ts->backAttachment );
-}
-
/*
============================================================================