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-rw-r--r--src/game/bg_misc.c141
1 files changed, 0 insertions, 141 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index ed0f56ac..c38015a9 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -2058,9 +2058,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"rifle", //char *weaponName;
"Rifle", //char *weaponHumanName;
- { "models/weapons2/machinegun/machinegun.md3", 0, 0, 0 },
- "icons/iconw_rifle",
- "gfx/2d/crosshaira", 24,
RIFLE_CLIPSIZE, //int quan;
RIFLE_SPAWNCLIPS, //int clips;
RIFLE_MAXCLIPS, //int maxClips;
@@ -2083,9 +2080,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"flamer", //char *weaponName;
"Flame Thrower", //char *weaponHumanName;
- { "models/weapons2/plasma/plasma.md3", 0, 0, 0 },
- "icons/iconw_flamer",
- "gfx/2d/crosshaira", 24,
FLAMER_GAS, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2108,9 +2102,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"chaingun", //char *weaponName;
"Chaingun", //char *weaponHumanName;
- { "models/weapons2/machinegun/machinegun.md3", 0, 0, 0 },
- "icons/iconw_chaingun",
- "gfx/2d/crosshairb", 48,
CHAINGUN_BULLETS, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2133,9 +2124,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"mdriver", //char *weaponName;
"Mass Driver", //char *weaponHumanName;
- { "models/weapons2/bfg/bfg.md3", 0, 0, 0 },
- "icons/iconw_driver",
- "gfx/2d/crosshaira", 24,
MDRIVER_CLIPSIZE, //int quan;
MDRIVER_SPAWNCLIPS, //int clips;
MDRIVER_MAXCLIPS, //int maxClips;
@@ -2158,9 +2146,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"prifle", //char *weaponName;
"Pulse Rifle", //char *weaponHumanName;
- { "models/weapons2/prifle/prifle.md3", 0, 0, 0 },
- "icons/iconw_pulse",
- "gfx/2d/crosshaira", 24,
PRIFLE_CLIPS, //int quan;
PRIFLE_SPAWNCLIPS, //int clips;
PRIFLE_MAXCLIPS, //int maxClips;
@@ -2183,9 +2168,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"lcanon", //char *weaponName;
"Lucifer Canon", //char *weaponHumanName;
- { "models/weapons2/bfg/bfg.md3", 0, 0, 0 },
- "icons/iconw_lucifer",
- "gfx/2d/crosshaira", 24,
LCANON_AMMO, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2208,9 +2190,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"lgun", //char *weaponName;
"Las Gun", //char *weaponHumanName;
- { "models/weapons2/grenadel/grenadel.md3", 0, 0, 0 },
- "icons/iconw_lasgun",
- "gfx/2d/crosshaira", 24,
LASGUN_AMMO, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2233,9 +2212,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"psaw", //char *weaponName;
"Pain Saw", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_saw",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2258,9 +2234,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"ckit", //char *weaponName;
"Construction Kit", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_construct",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2283,9 +2256,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"ackit", //char *weaponName;
"Adv Construction Kit",//char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_construct",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2308,9 +2278,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"abuild", //char *weaponName;
"Alien build weapon", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2333,9 +2300,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"abuild2", //char *weaponName;
"Alien build weapon2",//char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2358,9 +2322,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"venom", //char *weaponName;
"Venom", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2383,9 +2344,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"pounce", //char *weaponName;
"Claw and pounce", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2408,9 +2366,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"pounce_upgrade", //char *weaponName;
"Claw and pounce (upgrade)", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
3, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2433,9 +2388,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"grabandclaw", //char *weaponName;
"Claws", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2458,9 +2410,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"grabandclaw_upgrade",//char *weaponName;
"Claws Upgrade", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2483,9 +2432,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"areazap", //char *weaponName;
"Area Zap", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2508,9 +2454,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"directzap", //char *weaponName;
"Directed Zap", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2533,9 +2476,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"groundpound", //char *weaponName;
"Ground Pound", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2558,9 +2498,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"lockblob", //char *weaponName;
"Lock Blob", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2583,9 +2520,6 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"teslagen", //char *weaponName;
"Tesla Generator", //char *weaponHumanName;
- { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
- "icons/iconw_gauntlet",
- NULL, 0,
0, //int quan;
0, //int clips;
0, //int maxClips;
@@ -2727,81 +2661,6 @@ char *BG_FindHumanNameForWeapon( int weapon )
/*
==============
-BG_FindModelsForWeapon
-==============
-*/
-char *BG_FindModelsForWeapon( int weapon, int modelNum )
-{
- int i;
-
- for( i = 0; i < bg_numWeapons; i++ )
- {
- if( bg_weapons[ i ].weaponNum == weapon )
- return bg_weapons[ i ].models[ modelNum ];
- }
-
- //wimp out
- return 0;
-}
-
-/*
-==============
-BG_FindIconForWeapon
-==============
-*/
-char *BG_FindIconForWeapon( int weapon )
-{
- int i;
-
- for( i = 0; i < bg_numWeapons; i++ )
- {
- if( bg_weapons[ i ].weaponNum == weapon )
- return bg_weapons[ i ].icon;
- }
-
- //wimp out
- return 0;
-}
-
-/*
-==============
-BG_FindCrosshairForWeapon
-==============
-*/
-char *BG_FindCrosshairForWeapon( int weapon )
-{
- int i;
-
- for( i = 0; i < bg_numWeapons; i++ )
- {
- if( bg_weapons[ i ].weaponNum == weapon )
- return bg_weapons[ i ].crosshair;
- }
-
- //wimp out
- return 0;
-}
-
-/*
-==============
-BG_FindCrosshairSizeForWeapon
-==============
-*/
-int BG_FindCrosshairSizeForWeapon( int weapon )
-{
- int i;
-
- for( i = 0; i < bg_numWeapons; i++ )
- {
- if( bg_weapons[ i ].weaponNum == weapon )
- return bg_weapons[ i ].crosshairSize;
- }
-
- return 24;
-}
-
-/*
-==============
BG_FindAmmoForWeapon
==============
*/