diff options
Diffstat (limited to 'src/game/g_buildable.c')
-rw-r--r-- | src/game/g_buildable.c | 133 |
1 files changed, 0 insertions, 133 deletions
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c index 0f5e9998..d7b26ee4 100644 --- a/src/game/g_buildable.c +++ b/src/game/g_buildable.c @@ -1309,50 +1309,6 @@ void HArmoury_Think( gentity_t *self ) -/* -================ -HBank_Activate - -Called when a human activates a Bank -================ -*/ -void HBank_Activate( gentity_t *self, gentity_t *other, gentity_t *activator ) -{ - if( self->spawned ) - { - //only humans can activate this - if( activator->client->ps.stats[ STAT_PTEAM ] != PTE_HUMANS ) - return; - - //if this is powered then call the bank menu - if( self->powered ) - G_TriggerMenu( activator->client->ps.clientNum, MN_H_BANK ); - else - G_TriggerMenu( activator->client->ps.clientNum, MN_H_NOPOWER ); - } -} - -/* -================ -HBank_Think - -Think for bank -================ -*/ -void HBank_Think( gentity_t *self ) -{ - //make sure we have power - self->nextthink = level.time + POWER_REFRESH_TIME; - - self->powered = findPower( self ); -} - - - - -//================================================================================== - - /* @@ -1457,83 +1413,6 @@ void HMedistat_Think( gentity_t *self ) -/* -================ -HFM_Touch - -Called when a floatmine is triggered -================ -*/ -void HFM_Touch( gentity_t *self, gentity_t *other, trace_t *trace ) -{ - //can't blow up twice - if( self->health <= 0 ) - return; - - if( other && other->client && other->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) - return; - - //go boom - G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); -} - -/* -================ -HFM_Die - -Called when a floatmine dies -================ -*/ -void HFM_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) -{ - vec3_t dir; - - // we don't have a valid direction, so just point straight up - dir[ 0 ] = dir[ 1 ] = 0; - dir[ 2 ] = -1; - - self->takedamage = qfalse; - - //do a bit of radius damage - G_RadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage, - self->splashRadius, self, self->splashMethodOfDeath ); - - //pretty events and item cleanup - self->s.modelindex = 0; //don't draw the model once its destroyed - G_AddEvent( self, EV_BUILDABLE_EXPLOSION, DirToByte( dir ) ); - self->r.contents = CONTENTS_TRIGGER; - self->timestamp = level.time; - - self->think = freeBuildable; - self->die = nullDieFunction; - self->nextthink = level.time + 100; - - trap_LinkEntity( self ); -} - -/* -================ -HFM_Think - -Think for floatmine -================ -*/ -void HFM_Think( gentity_t *self ) -{ - //make sure we have power - self->nextthink = level.time + POWER_REFRESH_TIME; - - if( !( self->powered = findPower( self ) ) ) - G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); -} - - - - -//================================================================================== - - - /* ================ @@ -2263,12 +2142,6 @@ gentity_t *G_buildItem( gentity_t *builder, buildable_t buildable, vec3_t origin built->use = HArmoury_Activate; break; - case BA_H_BANK: - built->think = HBank_Think; - built->die = HSpawn_Die; - built->use = HBank_Activate; - break; - case BA_H_DCC: built->think = HDCC_Think; built->die = HSpawn_Die; @@ -2291,12 +2164,6 @@ gentity_t *G_buildItem( gentity_t *builder, buildable_t buildable, vec3_t origin built->use = HRpt_Use; break; - case BA_H_FLOATMINE: - built->think = HFM_Think; - built->die = HFM_Die; - built->touch = HFM_Touch; - break; - default: //erk break; |