unbreakables work properly. Though I already commited this.

This commit is contained in:
Scott Brooks 2002-06-05 23:39:40 +00:00
parent 12ab3c26b7
commit d14aafa54d
3 changed files with 17 additions and 3 deletions

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.88 2002/06/05 23:39:40 blaze
// unbreakables work properly. Though I already commited this.
//
// Revision 1.87 2002/06/03 05:24:31 niceass
// spectator changes
//
@ -329,6 +332,8 @@ struct gentity_s {
int last_move_time;
int health;
//Blaze: hold the health so when we respawn it, the health is set properly
int health_saved;
//Blaze: holds if we can "chip" off peices
qboolean chippable;
//true if we cant break it

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.54 2002/06/05 23:39:40 blaze
// unbreakables work properly. Though I already commited this.
//
// Revision 1.53 2002/06/03 00:40:25 blaze
// some more breakables fixes(ssg chips)
//
@ -738,6 +741,7 @@ void SP_func_breakable( gentity_t *ent ) {
ent->s.eventParm = amount | (atoi(id) & 0x0FFF);
ent->health = health;
ent->health_saved = health;
ent->takedamage = qtrue;

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.102 2002/06/05 23:39:40 blaze
// unbreakables work properly. Though I already commited this.
//
// Revision 1.101 2002/06/04 07:20:48 niceass
// no moreTKing in MM
//
@ -860,9 +863,11 @@ 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;
ent->exploded = qfalse;
ent->takedamage = qtrue;
ent->s.eType = ET_BREAKABLE;
ent->health = ent->health_saved;
}
}
}