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authorPetr Pudlak <petr.mvd@gmail.com>2015-02-20 12:14:54 +0100
committerPetr Pudlak <petr.mvd@gmail.com>2015-02-20 12:20:58 +0100
commit84745a87a8c36ab4f87d2514b7fcee6733544504 (patch)
tree64998d2f606e6a9d2a004142db9d17a7e9e07789 /src/game/g_combat.c
parent487154dd6c254351f405a85a4264e97b2a141323 (diff)
Let acid tubes damage human structures
This also includes extending G_SelectiveRadiusDamage to include any enemy buildings.
Diffstat (limited to 'src/game/g_combat.c')
-rw-r--r--src/game/g_combat.c6
1 files changed, 4 insertions, 2 deletions
diff --git a/src/game/g_combat.c b/src/game/g_combat.c
index 4685439..b0e33e4 100644
--- a/src/game/g_combat.c
+++ b/src/game/g_combat.c
@@ -1571,8 +1571,10 @@ qboolean G_SelectiveRadiusDamage( vec3_t origin, gentity_t *attacker, float dama
points = damage * ( 1.0 - dist / radius );
- if( CanDamage( ent, origin ) && ent->client &&
- ent->client->ps.stats[ STAT_TEAM ] != team )
+ if( CanDamage( ent, origin ) &&
+ ( ( ent->client && ent->client->ps.stats[ STAT_TEAM ] != team ) ||
+ ( ent->s.eType == ET_BUILDABLE &&
+ BG_Buildable( ent->s.modelindex )->team != team ) ) )
{
VectorSubtract( ent->r.currentOrigin, origin, dir );
// push the center of mass higher than the origin so players