diff options
Diffstat (limited to 'src/cgame')
-rw-r--r-- | src/cgame/cg_draw.c | 2 | ||||
-rw-r--r-- | src/cgame/cg_event.c | 5 | ||||
-rw-r--r-- | src/cgame/cg_players.c | 4 | ||||
-rw-r--r-- | src/cgame/cg_scanner.c | 2 |
4 files changed, 7 insertions, 6 deletions
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c index 4782c00..6328f42 100644 --- a/src/cgame/cg_draw.c +++ b/src/cgame/cg_draw.c @@ -4043,7 +4043,7 @@ static void CG_DrawHealthBars( void ) cent = cg_entities + cg.snap->entities[ i ].number; es = ¢->currentState; - if( es->eFlags & ( EF_DEAD | EF_NODRAW ) ) + if( es->eFlags & ( EF_DEAD | EF_NODRAW | EF_WARPING ) ) continue; switch( es->eType ) diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c index c1d4ee8..4ce475e 100644 --- a/src/cgame/cg_event.c +++ b/src/cgame/cg_event.c @@ -1177,8 +1177,9 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) break; case EV_BLEED: - if( cg_bleedSelfWounds.integer || - cent->currentState.number != cg.snap->ps.clientNum ) + if( !warpingEnemyWraith && + ( cg_bleedSelfWounds.integer || + cent->currentState.number != cg.snap->ps.clientNum ) ) { particleSystem_t *ps = NULL; if( ci->team == TEAM_ALIENS ) diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c index 8da8757..c3afab3 100644 --- a/src/cgame/cg_players.c +++ b/src/cgame/cg_players.c @@ -1898,8 +1898,8 @@ void CG_Player( centity_t *cent ) return; if( ( es->eFlags & EF_WARPING ) && - ( cgs.clientinfo[ es->number ].team != cg.snap->ps.stats[ STAT_TEAM ] || - cg.snap->ps.stats[ STAT_TEAM ] == TEAM_NONE ) ) + ( cgs.clientinfo[ es->number ].team != cg.snap->ps.stats[ STAT_TEAM ] && + cg.snap->ps.stats[ STAT_TEAM ] != TEAM_NONE ) ) { return; } diff --git a/src/cgame/cg_scanner.c b/src/cgame/cg_scanner.c index 5e134cd..3699551 100644 --- a/src/cgame/cg_scanner.c +++ b/src/cgame/cg_scanner.c @@ -58,7 +58,7 @@ void CG_UpdateEntityPositions( void ) { cent = &cg_entities[ cg.snap->entities[ i ].number ]; - if( cent->currentState.eFlags & EF_NODRAW ) + if( cent->currentState.eFlags & EF_WARPING ) { continue; } |