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revert item phasing effect from f0ebed2
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upon further testing, it seems probably unnecessary
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Chomenor committed Jul 15, 2021
1 parent ee2c0e3 commit 979e91f
Showing 1 changed file with 2 additions and 4 deletions.
6 changes: 2 additions & 4 deletions code/cgame/cg_predict.c
Original file line number Diff line number Diff line change
Expand Up @@ -329,12 +329,10 @@ static void CG_HideGrabbedItems( void ) {
// pickup prediction was (roughly) more recent than server snapshot, or currently still touching item...
if ( entry->commandTime + 100 > cg.snap->ps.commandTime || ( entry->commandTime + 600 > cg.snap->ps.commandTime &&
entry->entityNum >= 0 && BG_PlayerTouchesItem( &cg.predictedPlayerState, &cg_entities[entry->entityNum].currentState, cg.time ) ) ) {
// reset fade-in timer
// used for fade-in in case the item is restored due to misprediction
cent->miscTime = cg.time;

if ( entry->commandTime + 25 > cg.time ) {
// allow slight phasing effect for a moment after item is picked up
} else if ( item->giType == IT_WEAPON || item->giType == IT_POWERUP ) {
if ( item->giType == IT_WEAPON || item->giType == IT_POWERUP ) {
// draw it "gridded out"
cent->currentState.eFlags |= EF_ITEMPLACEHOLDER;
} else {
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