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authorBen Millwood <thebenmachine@gmail.com>2009-10-03 11:46:12 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:15:19 +0000
commitdbd8fb373a3ebf8db094322bb50f46802b0502cc (patch)
tree1b4b1913fc8521614e686c5f5073248cf4c368d7 /src/cgame/cg_draw.c
parentff6a1995f0303c11e083bd85101bf3b54a30f73b (diff)
* Round thresholds server-side to save bandwidth and prevent server command overflows
* Downgrade weapon anim messages to a warning (because we're not really expecting any to exist) Merge bugs: * Fix human spawn menu * Protocol version 69 (oops!)
Diffstat (limited to 'src/cgame/cg_draw.c')
-rw-r--r--src/cgame/cg_draw.c4
1 files changed, 1 insertions, 3 deletions
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c
index 8e42e4ca..5fcd832a 100644
--- a/src/cgame/cg_draw.c
+++ b/src/cgame/cg_draw.c
@@ -1491,9 +1491,7 @@ static void CG_DrawStageReport( rectDef_t *rect, float text_x, float text_y,
else if( cg.snap->ps.stats[ STAT_TEAM ] == TEAM_HUMANS )
{
int credits = cgs.humanNextStageThreshold - cgs.humanCredits;
- //having credits to next stage constantly increasing feels wrong, so
- //we round up to the nearest 100
- credits = (int) (ceil(credits / 100.0f) * 100);
+
if( credits < 0 )
credits = 0;