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-rw-r--r--src/cgame/cg_ents.c4
-rw-r--r--src/cgame/cg_local.h19
-rw-r--r--src/game/bg_public.h1
-rw-r--r--src/game/g_misc.c60
-rw-r--r--src/game/g_spawn.c2
5 files changed, 0 insertions, 86 deletions
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c
index d3672465..44779bf6 100644
--- a/src/cgame/cg_ents.c
+++ b/src/cgame/cg_ents.c
@@ -992,10 +992,6 @@ static void CG_AddCEntity( centity_t *cent )
CG_Speaker( cent );
break;
- case ET_SPRITER:
- CG_Spriter( cent );
- break;
-
case ET_PARTICLE_SYSTEM:
CG_ParticleSystemEntity( cent );
break;
diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h
index 61c15f95..69c6946b 100644
--- a/src/cgame/cg_local.h
+++ b/src/cgame/cg_local.h
@@ -523,7 +523,6 @@ typedef enum
LE_SPRITE_EXPLOSION,
LE_FRAGMENT,
LE_MOVE_SCALE_FADE,
- LE_SPRITER,
LE_FALL_SCALE_FADE,
LE_FADE_RGB,
LE_SCALE_FADE
@@ -581,12 +580,6 @@ typedef struct localEntity_s
refEntity_t refEntity;
- //TA: random stuff for cg_spriter.c
- vec3_t acceleration;
- float initAlp, finalAlp;
- float initRad, finalRad;
- qboolean overdraw;
- qboolean realLight;
unsigned int sortKey;
//TA: lightning bolt endpoint entities
@@ -1598,18 +1591,6 @@ void CG_HumanBuildableExplosion( vec3_t origin, vec3_t dir );
void CG_AlienBuildableExplosion( vec3_t origin, vec3_t dir );
//
-// cg_spriter.c
-//
-void CG_Spriter( centity_t *cent );
-void CG_LaunchSprite( const vec3_t p, const vec3_t vel, const vec3_t accel,
- float spread, float bounce,
- float initRad, float finalRad,
- float initAlp, float finalAlp,
- float rotation,
- int startTime, int shaderTime, int duration,
- qhandle_t hShader, qboolean overdraw, qboolean realLight );
-
-//
// cg_animmapobj.c
//
void CG_animMapObj( centity_t *cent );
diff --git a/src/game/bg_public.h b/src/game/bg_public.h
index a90bf0cc..07a27850 100644
--- a/src/game/bg_public.h
+++ b/src/game/bg_public.h
@@ -1226,7 +1226,6 @@ typedef enum
ET_GRAPPLE, // grapple hooked on wall
ET_CORPSE,
- ET_SPRITER,
ET_PARTICLE_SYSTEM,
ET_ANIMMAPOBJ,
ET_MODELDOOR,
diff --git a/src/game/g_misc.c b/src/game/g_misc.c
index 3c5314b4..99eff1ab 100644
--- a/src/game/g_misc.c
+++ b/src/game/g_misc.c
@@ -244,66 +244,6 @@ void SP_misc_portal_camera( gentity_t *ent )
/*
===============
-SP_use_spriter
-
-Use function for spriter
-===============
-*/
-void SP_use_spriter( gentity_t *self, gentity_t *other, gentity_t *activator )
-{
- //toggle EF_NODRAW
- self->s.eFlags ^= EF_NODRAW;
-}
-
-/*
-===============
-SP_spawn_spriter
-
-Spawn function for spriter
-===============
-*/
-void SP_misc_spriter( gentity_t *self )
-{
- G_SetOrigin( self, self->s.origin );
-
- //set a bunch of stuff to be visible client side
- VectorCopy( self->acceleration, self->s.origin2 );
-
- self->s.time = (int)self->speed;
- self->s.time2 = (int)self->wait;
- self->s.powerups = (int)self->random;
- self->s.angles2[ 0 ] = self->physicsBounce;
-
- self->s.modelindex = self->pos1[ 0 ];
- self->s.modelindex2 = self->pos1[ 1 ];
-
- self->s.legsAnim = self->pos2[ 0 ];
- self->s.torsoAnim = self->pos2[ 1 ];
-
- if( self->count > 0 )
- self->s.angles2[ 1 ] = ( 1000 / self->count );
- else
- self->s.angles2[ 1 ] = 1000;
-
- //add the shader to the client precache list
- self->s.weapon = G_ShaderIndex( self->targetShaderName );
-
-/* if( self->spawnflags & 1 )
- self->s.eFlags |= EF_OVERDRAW_OFF;*/
- if( self->spawnflags & ( 1 << 1 ) )
- self->s.eFlags |= EF_REAL_LIGHT;
- if( self->spawnflags & ( 1 << 2 ) )
- self->s.eFlags |= EF_NODRAW;
-
- self->use = SP_use_spriter;
-
- self->s.eType = ET_SPRITER;
-
- trap_LinkEntity( self );
-}
-
-/*
-===============
SP_use_particle_system
Use function for particle_system
diff --git a/src/game/g_spawn.c b/src/game/g_spawn.c
index b737a8ab..eae5c724 100644
--- a/src/game/g_spawn.c
+++ b/src/game/g_spawn.c
@@ -215,7 +215,6 @@ void SP_shooter_plasma( gentity_t *ent );
void SP_shooter_grenade( gentity_t *ent );
//TA:
-void SP_misc_spriter( gentity_t *ent );
void SP_misc_particle_system( gentity_t *ent );
void SP_misc_anim_model( gentity_t *ent );
void SP_misc_light_flare( gentity_t *ent );
@@ -288,7 +287,6 @@ spawn_t spawns[ ] =
{ "misc_portal_surface", SP_misc_portal_surface },
{ "misc_portal_camera", SP_misc_portal_camera },
- { "misc_spriter", SP_misc_spriter },
{ "misc_particle_system", SP_misc_particle_system },
{ "misc_anim_model", SP_misc_anim_model },
{ "misc_light_flare", SP_misc_light_flare },