some func_breakable fixes. Explosives respawn on new rounds now .

This commit is contained in:
Scott Brooks 2002-05-23 04:53:41 +00:00
parent 883b49dff6
commit 863a0e564c
2 changed files with 13 additions and 6 deletions

View file

@ -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

View file

@ -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
//
@ -845,6 +848,9 @@ 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;
}
}
}