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-rw-r--r--src/cgame/cg_weapons.c56
1 files changed, 1 insertions, 55 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index c14aba28..1df76a89 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -730,7 +730,7 @@ void CG_RegisterWeapon( int weaponNum )
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse );
break;
- case WP_GRABANDCSAW:
+ case WP_GRAB_CLAW:
MAKERGB( weaponInfo->flashDlightColor, 0, 0, 0 );
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse );
break;
@@ -1747,48 +1747,12 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
mark = cgs.media.energyMarkShader;
radius = 24;
break;
-/* case WP_GRENADE_LAUNCHER:
- mod = cgs.media.dishFlashModel;
- shader = cgs.media.grenadeExplosionShader;
- sfx = cgs.media.sfx_rockexp;
- mark = cgs.media.burnMarkShader;
- radius = 64;
- light = 300;
- isSprite = qtrue;
- break;*/
-/* case WP_ROCKET_LAUNCHER:
- mod = cgs.media.dishFlashModel;
- shader = cgs.media.rocketExplosionShader;
- sfx = cgs.media.sfx_rockexp;
- mark = cgs.media.burnMarkShader;
- radius = 64;
- light = 300;
- isSprite = qtrue;
- duration = 1000;
- lightColor[0] = 1;
- lightColor[1] = 0.75;
- lightColor[2] = 0.0;
- if (cg_oldRocket.integer == 0) {
- // explosion sprite animation
- VectorMA( origin, 24, dir, sprOrg );
- VectorScale( dir, 64, sprVel );
-
- CG_ParticleExplosion( "explode1", sprOrg, sprVel, 1400, 20, 30 );
- }
- break;*/
case WP_LOCKBLOB_LAUNCHER:
sfx = cgs.media.gibBounce1Sound;
mark = cgs.media.greenBloodMarkShader;
radius = 64;
isSprite = qtrue;
break;
-/* case WP_RAILGUN:
- mod = cgs.media.ringFlashModel;
- shader = cgs.media.railExplosionShader;
- sfx = cgs.media.sfx_plasmaexp;
- mark = cgs.media.energyMarkShader;
- radius = 24;
- break;*/
case WP_FLAMER:
sfx = cgs.media.sfx_lghit;
mark = cgs.media.burnMarkShader;
@@ -1808,29 +1772,11 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
mark = cgs.media.energyMarkShader;
radius = 16;
break;
-/* case WP_BFG:
- mod = cgs.media.dishFlashModel;
- shader = cgs.media.bfgExplosionShader;
- sfx = cgs.media.sfx_rockexp;
- mark = cgs.media.burnMarkShader;
- radius = 32;
- isSprite = qtrue;
- break;*/
-/* case WP_SHOTGUN:
- mod = cgs.media.bulletFlashModel;
- shader = cgs.media.bulletExplosionShader;
- mark = cgs.media.bulletMarkShader;
- sfx = 0;
- radius = 4;
- break;*/
case WP_MASS_DRIVER:
shader = cgs.media.bulletExplosionShader;
mark = cgs.media.bulletMarkShader;
break;
case WP_MACHINEGUN:
- mod = cgs.media.bulletFlashModel;
- shader = cgs.media.bulletExplosionShader;
- mark = cgs.media.bulletMarkShader;
case WP_CHAINGUN:
mod = cgs.media.bulletFlashModel;
shader = cgs.media.bulletExplosionShader;