diff --git a/code/game/lua_entity.c b/code/game/lua_entity.c index f43f787..1793414 100644 --- a/code/game/lua_entity.c +++ b/code/game/lua_entity.c @@ -40,24 +40,32 @@ static int Entity_MMBRefit(lua_State * L) if( !Q_stricmp( MMB->model, "models/mapobjects/borg/blite.md3" )){ //alcove light MMB->splashDamage = 75; MMB->splashRadius = 75; - MMB->s.powerups = 3;//glass and metal, may reduce this to glass only toh + MMB->s.powerups = 3;//glass and metal, may reduce this to glass only + MMB->spawnflags = 258; + G_CallSpawn(MMB); }else if( !Q_stricmp( MMB->model, "models/mapobjects/borg/circuit_1.md3" )){ //those things that look like a handle MMB->splashDamage = 75; MMB->splashRadius = 75; - MMB->s.powerups = 1;//metal + MMB->s.powerups = 1;// + MMB->spawnflags = 263; + G_CallSpawn(MMB); }else if( !Q_stricmp( MMB->model, "models/mapobjects/borg/circuit_2.md3" )){ //the isosceles triangle looking box MMB->splashDamage = 75; MMB->splashRadius = 75; - MMB->s.powerups = 1;//metal + MMB->s.powerups = 1;// + MMB->spawnflags = 263; + G_CallSpawn(MMB); }else if( !Q_stricmp( MMB->model, "models/mapobjects/borg/circuit_3.md3" )){ //the other triangle looking box MMB->splashDamage = 75; MMB->splashRadius = 75; MMB->s.powerups = 1;//metal + MMB->spawnflags = 263; + G_CallSpawn(MMB); }else if( !Q_stricmp( MMB->model, "models/mapobjects/borg/vynclumn.md3" )){ //no description needed ^^ MMB->splashDamage = 9999; MMB->splashRadius = 9999; MMB->s.powerups = 1;//metal - MMB->spawnflags = 2; + MMB->spawnflags = 263; G_CallSpawn(MMB); }else continue;//we are not looking for this kind of MMB }