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authorRoman Tetelman <kevlarman@gmail.com>2009-10-03 13:03:53 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:16:26 +0000
commit7872d52f6399455b3f4469f859552c11a1716919 (patch)
tree2dfece308152ca575c928cfb209692b21d0bffb5
parent4f5ad70bead13bb2b77734d9828befa1c1c95bc5 (diff)
* fix turrets from firing sv_fps times per second (thanks rezyn)
-rw-r--r--src/game/g_buildable.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index 28be7e9c..38cb5057 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -2392,7 +2392,7 @@ void HMGTurret_Think( gentity_t *self )
}
// Update spin state
- if( !self->active && self->count < level.time )
+ if( !self->active && self->timestamp < level.time )
{
self->active = qtrue;
@@ -2405,12 +2405,12 @@ void HMGTurret_Think( gentity_t *self )
return;
// Fire repeat delay
- if( self->count > level.time )
+ if( self->timestamp > level.time )
return;
FireWeapon( self );
self->s.eFlags |= EF_FIRING;
- self->count = level.time + BG_Buildable( self->s.modelindex )->turretFireSpeed;
+ self->timestamp = level.time + BG_Buildable( self->s.modelindex )->turretFireSpeed;
G_AddEvent( self, EV_FIRE_WEAPON, 0 );
G_SetBuildableAnim( self, BANIM_ATTACK1, qfalse );
}