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-rw-r--r--src/game/g_buildable.c133
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;