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-rw-r--r--src/cgame/cg_weapons.c42
1 files changed, 4 insertions, 38 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index afd9bb45..c67eaa04 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -186,36 +186,6 @@ void CG_TeslaTrail( vec3_t start, vec3_t end, int srcENum, int destENum )
VectorCopy( end, re->oldorigin );
}
-/*
-==========================
-CG_AlienZap
-==========================
-*/
-void CG_AlienZap( vec3_t start, vec3_t end, int srcENum, int destENum )
-{
- localEntity_t *le;
- refEntity_t *re;
-
- //add a bunch of bolt segments
- le = CG_AllocLocalEntity();
- re = &le->refEntity;
-
- le->leType = LE_LIGHTNING_BOLT;
- le->startTime = cg.time;
- le->endTime = cg.time + cg_alienZapTime.value;
- le->lifeRate = 1.0 / ( le->endTime - le->startTime );
- re->customShader = cgs.media.lightningShader;
-
- le->srcENum = srcENum;
- le->destENum = destENum;
- le->vOffset = 6.0f;
-
- le->maxRange = LEVEL2_AREAZAP_RANGE * M_ROOT3;
-
- VectorCopy( start, re->origin );
- VectorCopy( end, re->oldorigin );
-}
-
/*
=================
@@ -1362,16 +1332,12 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color )
int length;
int selectWindow;
qboolean vertical;
- int ammo, clips, maxAmmo, maxClips;
centity_t *cent;
playerState_t *ps;
cent = &cg_entities[ cg.snap->ps.clientNum ];
ps = &cg.snap->ps;
- BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &ammo, &clips, NULL );
- BG_FindAmmoForWeapon( cent->currentState.weapon, &maxAmmo, &maxClips, NULL );
-
// don't display if dead
if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 )
return;
@@ -1504,13 +1470,13 @@ CG_WeaponSelectable
*/
static qboolean CG_WeaponSelectable( int i )
{
- int ammo, clips, maxclips;
+ int ammo, clips;
- BG_UnpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips, &maxclips );
+ BG_UnpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips );
//TA: this is a pain in the ass
-/* if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( i ) )
- return qfalse;*/
+ //if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( i ) )
+ // return qfalse;
if( !BG_InventoryContainsWeapon( i, cg.snap->ps.stats ) )
return qfalse;