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-rw-r--r--src/fpsgame/game.h31
1 files changed, 0 insertions, 31 deletions
diff --git a/src/fpsgame/game.h b/src/fpsgame/game.h
index 4a09d3f..d99bf70 100644
--- a/src/fpsgame/game.h
+++ b/src/fpsgame/game.h
@@ -569,36 +569,6 @@ namespace entities
namespace game
{
- struct clientmode
- {
- virtual ~clientmode() {}
-
- virtual void preload() {}
- virtual int clipconsole(int w, int h) { return 0; }
- virtual void drawhud(fpsent *d, int w, int h) {}
- virtual void rendergame() {}
- virtual void respawned(fpsent *d) {}
- virtual void setup() {}
- virtual void checkitems(fpsent *d) {}
- virtual int respawnwait(fpsent *d, int delay = 0) { return 0; }
- virtual int getspawngroup(fpsent *d) { return 0; }
- virtual float ratespawn(fpsent *d, const extentity &e) { return 1.0f; }
- virtual void senditems(packetbuf &p) {}
- virtual void removeplayer(fpsent *d) {}
- virtual void died(fpsent *victim, fpsent *actor) {}
- virtual void gameover() {}
- virtual bool hidefrags() { return false; }
- virtual int getteamscore(const char *team) { return 0; }
- virtual void getteamscores(vector<teamscore> &scores) {}
- virtual void aifind(fpsent *d, ai::aistate &b, vector<ai::interest> &interests) {}
- virtual bool aicheck(fpsent *d, ai::aistate &b) { return false; }
- virtual bool aidefend(fpsent *d, ai::aistate &b) { return false; }
- virtual bool aipursue(fpsent *d, ai::aistate &b) { return false; }
- };
-
- extern clientmode *cmode;
- extern void setclientmode();
-
// fps
extern int gamemode, nextmode;
extern string clientmap;
@@ -666,7 +636,6 @@ namespace game
extern void explode(bool local, fpsent *owner, const vec &v, dynent *safe, int dam, int gun);
extern void explodeeffects(int gun, fpsent *d, bool local, int id = 0);
extern void damageeffect(int damage, fpsent *d, bool thirdperson = true);
- //~extern void gibeffect(int damage, const vec &vel, fpsent *d);
extern float intersectdist;
extern bool intersect(dynent *d, const vec &from, const vec &to, float &dist = intersectdist);
extern dynent *intersectclosest(const vec &from, const vec &to, fpsent *at, float &dist = intersectdist);