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-rw-r--r--src/game/g_misc.c114
1 files changed, 0 insertions, 114 deletions
diff --git a/src/game/g_misc.c b/src/game/g_misc.c
index d8055f3a..fa7d660f 100644
--- a/src/game/g_misc.c
+++ b/src/game/g_misc.c
@@ -23,15 +23,6 @@ Used to group brushes together just for editor convenience. They are turned int
*/
-/*QUAKED info_camp (0 0.5 0) (-4 -4 -4) (4 4 4)
-Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
-*/
-void SP_info_camp( gentity_t *self )
-{
- G_SetOrigin( self, self->s.origin );
-}
-
-
/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
*/
@@ -246,111 +237,6 @@ void SP_misc_portal_camera( gentity_t *ent )
/*
======================================================================
- SHOOTERS
-
-======================================================================
-*/
-
-void Use_Shooter( gentity_t *ent, gentity_t *other, gentity_t *activator )
-{
- vec3_t dir;
- float deg;
- vec3_t up, right;
-
- // see if we have a target
- if( ent->enemy )
- {
- VectorSubtract( ent->enemy->r.currentOrigin, ent->s.origin, dir );
- VectorNormalize( dir );
- }
- else
- VectorCopy( ent->movedir, dir );
-
- // randomize a bit
- PerpendicularVector( up, dir );
- CrossProduct( up, dir, right );
-
- deg = crandom( ) * ent->random;
- VectorMA( dir, deg, up, dir );
-
- deg = crandom( ) * ent->random;
- VectorMA( dir, deg, right, dir );
-
- VectorNormalize( dir );
-
-/* switch ( ent->s.weapon ) {
- case WP_GRENADE_LAUNCHER:
- fire_grenade( ent, ent->s.origin, dir );
- break;
- case WP_ROCKET_LAUNCHER:
- fire_rocket( ent, ent->s.origin, dir );
- break;
- }*/
-
- G_AddEvent( ent, EV_FIRE_WEAPON, 0 );
-}
-
-
-static void InitShooter_Finish( gentity_t *ent )
-{
- ent->enemy = G_PickTarget( ent->target );
- ent->think = 0;
- ent->nextthink = 0;
-}
-
-void InitShooter( gentity_t *ent, int weapon )
-{
- ent->use = Use_Shooter;
- ent->s.weapon = weapon;
-
- /*RegisterItem( BG_FindItemForWeapon( weapon ) );*/
-
- G_SetMovedir( ent->s.angles, ent->movedir );
-
- if( !ent->random )
- ent->random = 1.0;
-
- ent->random = sin( M_PI * ent->random / 180 );
- // target might be a moving object, so we can't set movedir for it
- if( ent->target )
- {
- ent->think = InitShooter_Finish;
- ent->nextthink = level.time + 500;
- }
-
- trap_LinkEntity( ent );
-}
-
-/*QUAKED shooter_rocket (1 0 0) (-16 -16 -16) (16 16 16)
-Fires at either the target or the current direction.
-"random" the number of degrees of deviance from the taget. (1.0 default)
-*/
-void SP_shooter_rocket( gentity_t *ent )
-{
- //InitShooter( ent, WP_ROCKET_LAUNCHER );
-}
-
-/*QUAKED shooter_plasma (1 0 0) (-16 -16 -16) (16 16 16)
-Fires at either the target or the current direction.
-"random" is the number of degrees of deviance from the taget. (1.0 default)
-*/
-void SP_shooter_plasma( gentity_t *ent )
-{
- //InitShooter( ent, WP_PLASMAGUN);
-}
-
-/*QUAKED shooter_grenade (1 0 0) (-16 -16 -16) (16 16 16)
-Fires at either the target or the current direction.
-"random" is the number of degrees of deviance from the taget. (1.0 default)
-*/
-void SP_shooter_grenade( gentity_t *ent )
-{
- //InitShooter( ent, WP_GRENADE_LAUNCHER);
-}
-
-/*
-======================================================================
-
NEAT EFFECTS AND STUFF FOR TREMULOUS
======================================================================