diff options
Diffstat (limited to 'src/game/g_active.c')
| -rw-r--r-- | src/game/g_active.c | 18 | 
1 files changed, 3 insertions, 15 deletions
diff --git a/src/game/g_active.c b/src/game/g_active.c index aad05967..5adfa847 100644 --- a/src/game/g_active.c +++ b/src/game/g_active.c @@ -387,7 +387,7 @@ void SpectatorThink( gentity_t *ent, usercmd_t *ucmd )    pmove_t pm;    gclient_t *client;    int clientNum; -  qboolean attack1, attack3, following, queued; +  qboolean attack1, following, queued;    client = ent->client; @@ -396,8 +396,6 @@ void SpectatorThink( gentity_t *ent, usercmd_t *ucmd )    attack1 = ( client->buttons & BUTTON_ATTACK ) &&              !( client->oldbuttons & BUTTON_ATTACK ); -  attack3 = ( client->buttons & BUTTON_USE_HOLDABLE ) && -            !( client->oldbuttons & BUTTON_USE_HOLDABLE );    // We are in following mode only if we are following a non-spectating client               following = client->sess.spectatorState == SPECTATOR_FOLLOW; @@ -565,8 +563,7 @@ void ClientTimerActions( gentity_t *ent, int msec )    usercmd_t *ucmd;    int       aForward, aRight;    qboolean  walking = qfalse, stopped = qfalse, -            crouched = qfalse, jumping = qfalse, -            strafing = qfalse; +            crouched = qfalse;    int       i;    ucmd = &ent->client->pers.cmd; @@ -579,12 +576,7 @@ void ClientTimerActions( gentity_t *ent, int msec )    else if( aForward <= 64 && aRight <= 64 )      walking = qtrue; -  if( aRight > 0 ) -    strafing = qtrue; - -  if( ucmd->upmove > 0 ) -    jumping = qtrue; -  else if( ent->client->ps.pm_flags & PMF_DUCKED ) +  if( ucmd->upmove <= 0 && ent->client->ps.pm_flags & PMF_DUCKED )      crouched = qtrue;    client = ent->client; @@ -1828,16 +1820,12 @@ while a slow client may have multiple ClientEndFrame between ClientThink.  */  void ClientEndFrame( gentity_t *ent )  { -  clientPersistant_t  *pers; -    if( ent->client->sess.spectatorState != SPECTATOR_NOT )    {      SpectatorClientEndFrame( ent );      return;    } -  pers = &ent->client->pers; -    //    // If the end of unit layout is displayed, don't give    // the player any normal movement attributes  | 
