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authorTim Angus <tim@ngus.net>2004-03-25 05:19:23 +0000
committerTim Angus <tim@ngus.net>2004-03-25 05:19:23 +0000
commit01b2fd216a79749a0d801e87a44ba1b399b2a977 (patch)
tree9efd792ffbc4be20bd023372799bccd46ee84eb2 /src/cgame/cg_buildable.c
parentc5d421e1af51f714192b236933df7bde5a331000 (diff)
* Fixed particle system infinite loop bug in trem2
* Spawns that are interfered with plats now suicide * Fixed spectator scrolling colour screwup
Diffstat (limited to 'src/cgame/cg_buildable.c')
-rw-r--r--src/cgame/cg_buildable.c4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c
index d5f6871e..708e8277 100644
--- a/src/cgame/cg_buildable.c
+++ b/src/cgame/cg_buildable.c
@@ -551,6 +551,10 @@ static void CG_RunBuildableLerpFrame( centity_t *cent )
// see if the animation sequence is switching
if( newAnimation != lf->animationNumber || !lf->animation )
{
+ if( cg_debugRandom.integer )
+ CG_Printf( "newAnimation: %d lf->animationNumber: %d lf->animation: %d\n",
+ newAnimation, lf->animationNumber, !!lf->animation );
+
CG_SetBuildableLerpFrameAnimation( buildable, lf, newAnimation );
if( !cg_buildables[ buildable ].sounds[ newAnimation ].looped &&