diff options
Diffstat (limited to 'src/game/g_combat.c')
-rw-r--r-- | src/game/g_combat.c | 64 |
1 files changed, 5 insertions, 59 deletions
diff --git a/src/game/g_combat.c b/src/game/g_combat.c index 391a4800..fd6548fd 100644 --- a/src/game/g_combat.c +++ b/src/game/g_combat.c @@ -121,36 +121,6 @@ void TossClientItems( gentity_t *self ) { weapon = WP_NONE; } } - - if( weapon > WP_MACHINEGUN && ( ammo > 0 || clips > 0 ) ) { - // find the item type for this weapon - /*item = BG_FindItemForWeapon( weapon );*/ - - //TA: never drop weapons... - // spawn the item - //Drop_Item( self, item, 0 ); - } - - // drop all the powerups if not in teamplay - if ( g_gametype.integer != GT_TEAM ) { - angle = 45; - /*for ( i = 1 ; i < PW_NUM_POWERUPS ; i++ ) { - if ( self->client->ps.powerups[ i ] > level.time ) { - item = BG_FindItemForPowerup( i ); - if ( !item ) { - continue; - } - //TA: ...or powerups - /*drop = Drop_Item( self, item, angle ); - // decide how many seconds it has left - drop->count = ( self->client->ps.powerups[ i ] - level.time ) / 1000; - if ( drop->count < 1 ) { - drop->count = 1; - } - angle += 45; - } - }*/ - } } @@ -409,36 +379,12 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int AddScore( attacker, 1 ); AddPoints( attacker, CalculatePoints( self, attacker ) ); - //TA: disable rewards - /*if( meansOfDeath == MOD_GAUNTLET ) { - attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++; - attacker->client->ps.persistant[PERS_REWARD] = REWARD_GAUNTLET; - attacker->client->ps.persistant[PERS_REWARD_COUNT]++; - - // add the sprite over the player's head - attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET ); - attacker->client->ps.eFlags |= EF_AWARD_GAUNTLET; - attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; - - // also play humiliation on target - self->client->ps.persistant[PERS_REWARD] = REWARD_GAUNTLET; - self->client->ps.persistant[PERS_REWARD_COUNT]++; - } - - // check for two kills in a short amount of time - // if this is close enough to the last kill, give a reward sound - if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) { - attacker->client->ps.persistant[PERS_REWARD_COUNT]++; - attacker->client->ps.persistant[PERS_REWARD] = REWARD_EXCELLENT; - attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++; - - // add the sprite over the player's head - attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET ); - attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT; - attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; - }*/ attacker->client->lastKillTime = level.time; - + + if( attacker->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + level.alienKills++; + else if( attacker->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + level.humanKills++; } } else { AddScore( self, -1 ); |