diff options
Diffstat (limited to 'src/cgame/cg_weapons.c')
-rw-r--r-- | src/cgame/cg_weapons.c | 37 |
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 ); -} - /* ============================================================================ |