From 863a0e564c08ee8470373a3ebe22431349e98134 Mon Sep 17 00:00:00 2001 From: Scott Brooks Date: Thu, 23 May 2002 04:53:41 +0000 Subject: [PATCH] some func_breakable fixes. Explosives respawn on new rounds now . --- reaction/game/g_misc.c | 11 ++++++----- reaction/game/g_teamplay.c | 8 +++++++- 2 files changed, 13 insertions(+), 6 deletions(-) diff --git a/reaction/game/g_misc.c b/reaction/game/g_misc.c index c4c73be2..9cd35e16 100644 --- a/reaction/game/g_misc.c +++ b/reaction/game/g_misc.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.43 2002/05/23 04:53:41 blaze +// some func_breakable fixes. Explosives respawn on new rounds now . +// // Revision 1.42 2002/05/21 14:19:26 makro // Printf's for misc_portal_surface setup errors // @@ -507,10 +510,8 @@ void func_breakable_explode( gentity_t *self , vec3_t pos ) { tent = G_TempEntity2( pos, EV_EXPLODE_BREAKABLE, eParam); - self->takedamage = qfalse; - self->s.eType = ET_INVISIBLE; - self->r.contents = 0; - self->s.solid = 0; +// self->takedamage = qfalse; +// self->s.eType = ET_INVISIBLE; self->exploded = qtrue; } @@ -519,7 +520,7 @@ void func_breakable_explode( gentity_t *self , vec3_t pos ) { void func_breakable_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) { func_breakable_explode( self , self->s.origin ); - G_ExplodeMissile(self); +// G_ExplodeMissile(self); G_RadiusDamage(self->s.origin,attacker,self->damage,self->damage_radius,self, meansOfDeath); // radius damage diff --git a/reaction/game/g_teamplay.c b/reaction/game/g_teamplay.c index cb376e41..dd1b4417 100644 --- a/reaction/game/g_teamplay.c +++ b/reaction/game/g_teamplay.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.97 2002/05/23 04:53:41 blaze +// some func_breakable fixes. Explosives respawn on new rounds now . +// // Revision 1.96 2002/05/23 03:07:10 blaze // Some changes to autoaction, still need to fix up a little bit more stuff relating to getting sent 2 screenshot requests // @@ -845,7 +848,10 @@ void SpawnPlayers() if (ent != NULL && ent->classname != NULL && !strcmp(ent->classname, "func_breakable")) { //re-link all unlinked breakables trap_LinkEntity(ent); - } + ent->exploded = qfalse; + ent->takedamage = qtrue; + ent->s.eType = ET_BREAKABLE; + } } }