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-rw-r--r--src/game/g_combat.c28
1 files changed, 1 insertions, 27 deletions
diff --git a/src/game/g_combat.c b/src/game/g_combat.c
index 515ecfe7..7b84ccc2 100644
--- a/src/game/g_combat.c
+++ b/src/game/g_combat.c
@@ -70,24 +70,6 @@ void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker )
angles[ ROLL ] = 0;
}
-/*
-==================
-body_die
-==================
-*/
-void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath )
-{
- if( self->health > GIB_HEALTH )
- return;
-
- if( !g_blood.integer )
- {
- self->health = GIB_HEALTH + 1;
- return;
- }
-}
-
-
// these are just for logging, the client prints its own messages
char *modNames[ ] =
{
@@ -387,7 +369,7 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
self->client->pers.classSelection = PCL_NONE; //TA: reset the classtype
- self->takedamage = qtrue; // can still be gibbed
+ self->takedamage = qfalse; // can still be gibbed
self->s.weapon = WP_NONE;
self->r.contents = CONTENTS_CORPSE;
@@ -447,11 +429,6 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
}
}
- // for the no-blood option, we need to prevent the health
- // from going to gib level
- if( self->health <= GIB_HEALTH )
- self->health = GIB_HEALTH+1;
-
self->client->ps.legsAnim =
( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
@@ -463,9 +440,6 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
G_AddEvent( self, EV_DEATH1 + i, killer );
- // the body can still be gibbed
- self->die = body_die;
-
// globally cycle through the different death animations
i = ( i + 1 ) % 3;
}