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-rw-r--r--src/game/g_active.c33
-rw-r--r--src/game/g_local.h5
2 files changed, 0 insertions, 38 deletions
diff --git a/src/game/g_active.c b/src/game/g_active.c
index 4bd1c30e..e3c6eaa5 100644
--- a/src/game/g_active.c
+++ b/src/game/g_active.c
@@ -1209,37 +1209,6 @@ static void G_UnlaggedDetectCollisions( gentity_t *ent )
/*
==============
-G_CheckZap
-==============
-*/
-static void G_CheckZap( gentity_t *ent )
-{
- int i;
-
- if( !ent->zapping )
- {
- // clear out established targets
- for( i = 0; i < LEVEL2_AREAZAP_MAX_TARGETS; i++ )
- {
- ent->zapTargets[ i ] = -1;
- }
- ent->zapDmg = 0.0f;
- }
- ent->wasZapping = ent->zapping;
- ent->zapping = qfalse;
-
- if( ent->client->ps.weapon == WP_ALEVEL2_UPG &&
- ( ent->client->pers.cmd.buttons & BUTTON_ATTACK2 ) )
- {
- ent->zapping = qtrue;
- }
-
- if( ent->wasZapping && !ent->zapping )
- ent->client->ps.weaponTime = LEVEL2_AREAZAP_REPEAT;
-}
-
-/*
-==============
ClientThink
This will be called once for each client frame, which will
@@ -1639,8 +1608,6 @@ void ClientThink_real( gentity_t *ent )
// touch other objects
ClientImpacts( ent, &pm );
- G_CheckZap( ent );
-
// execute client events
ClientEvents( ent, oldEventSequence );
diff --git a/src/game/g_local.h b/src/game/g_local.h
index 75dc691e..2fbe4238 100644
--- a/src/game/g_local.h
+++ b/src/game/g_local.h
@@ -241,11 +241,6 @@ struct gentity_s
int lastDamageTime;
int nextRegenTime;
- qboolean zapping; // adv maurader is zapping
- qboolean wasZapping; // adv maurader was zapping
- int zapTargets[ LEVEL2_AREAZAP_MAX_TARGETS ];
- float zapDmg; // keep track of damage
-
qboolean ownerClear; // used for missle tracking
qboolean pointAgainstWorld; // don't use the bbox for map collisions