nop out EV_PLAYER_TELEPORT_IN so we dont crash

This commit is contained in:
Scott Brooks 2009-07-04 16:48:58 +00:00
parent d05e867eac
commit 0d74e60f22

View file

@ -949,18 +949,18 @@ void CG_EntityEvent(centity_t * cent, vec3_t position)
// //
// other events // other events
// //
/* case EV_PLAYER_TELEPORT_IN: case EV_PLAYER_TELEPORT_IN:
DEBUGNAME("EV_PLAYER_TELEPORT_IN"); DEBUGNAME("EV_PLAYER_TELEPORT_IN");
trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.teleInSound); //trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.teleInSound);
CG_SpawnEffect(position); //CG_SpawnEffect(position);
break; break;
case EV_PLAYER_TELEPORT_OUT: case EV_PLAYER_TELEPORT_OUT:
DEBUGNAME("EV_PLAYER_TELEPORT_OUT"); DEBUGNAME("EV_PLAYER_TELEPORT_OUT");
trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.teleOutSound); //trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.teleOutSound);
CG_SpawnEffect(position); //CG_SpawnEffect(position);
break; break;
*/
case EV_ITEM_POP: case EV_ITEM_POP:
DEBUGNAME("EV_ITEM_POP"); DEBUGNAME("EV_ITEM_POP");
trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.respawnSound); trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.respawnSound);