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Diffstat (limited to 'src/game/g_combat.c')
-rw-r--r--src/game/g_combat.c64
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 );