From 92a0475a2685dbfc8d9b46b5e623f92c34bf7495 Mon Sep 17 00:00:00 2001 From: TimePath Date: Wed, 4 Nov 2015 22:02:58 +1100 Subject: [PATCH] Rifle: remove debugging --- qcsrc/common/weapons/weapon/rifle.qc | 3 --- 1 file changed, 3 deletions(-) diff --git a/qcsrc/common/weapons/weapon/rifle.qc b/qcsrc/common/weapons/weapon/rifle.qc index be7e34abf..b28adaf9b 100644 --- a/qcsrc/common/weapons/weapon/rifle.qc +++ b/qcsrc/common/weapons/weapon/rifle.qc @@ -99,7 +99,6 @@ void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponent af = ATTACK_FINISHED(actor, slot); actor.switchweapon = actor.weapon; ATTACK_FINISHED(actor, slot) = time; - LOG_INFO(ftos(actor.WEP_AMMO(RIFLE)), "\n"); r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire); if(actor.switchweapon == actor.weapon) actor.switchweapon = sw; @@ -107,12 +106,10 @@ void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponent { actor.rifle_bullethail_attackfunc(); weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue); - LOG_INFO("thinkf set\n"); } else { ATTACK_FINISHED(actor, slot) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time - LOG_INFO("out of ammo... ", ftos(actor.(weaponentity).state), "\n"); } } -- 2.39.2