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some func_breakable fixes. Explosives respawn on new rounds now .
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commit
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2 changed files with 13 additions and 6 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.43 2002/05/23 04:53:41 blaze
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// some func_breakable fixes. Explosives respawn on new rounds now .
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//
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// Revision 1.42 2002/05/21 14:19:26 makro
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// Printf's for misc_portal_surface setup errors
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//
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@ -507,10 +510,8 @@ void func_breakable_explode( gentity_t *self , vec3_t pos ) {
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tent = G_TempEntity2( pos, EV_EXPLODE_BREAKABLE, eParam);
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self->takedamage = qfalse;
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self->s.eType = ET_INVISIBLE;
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self->r.contents = 0;
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self->s.solid = 0;
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// self->takedamage = qfalse;
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// self->s.eType = ET_INVISIBLE;
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self->exploded = qtrue;
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}
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@ -519,7 +520,7 @@ void func_breakable_explode( gentity_t *self , vec3_t pos ) {
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void func_breakable_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath )
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{
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func_breakable_explode( self , self->s.origin );
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G_ExplodeMissile(self);
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// G_ExplodeMissile(self);
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G_RadiusDamage(self->s.origin,attacker,self->damage,self->damage_radius,self, meansOfDeath);
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// radius damage
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.97 2002/05/23 04:53:41 blaze
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// some func_breakable fixes. Explosives respawn on new rounds now .
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//
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// Revision 1.96 2002/05/23 03:07:10 blaze
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// Some changes to autoaction, still need to fix up a little bit more stuff relating to getting sent 2 screenshot requests
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//
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@ -845,7 +848,10 @@ void SpawnPlayers()
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if (ent != NULL && ent->classname != NULL && !strcmp(ent->classname, "func_breakable")) {
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//re-link all unlinked breakables
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trap_LinkEntity(ent);
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}
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ent->exploded = qfalse;
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ent->takedamage = qtrue;
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ent->s.eType = ET_BREAKABLE;
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}
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}
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}
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