summaryrefslogtreecommitdiff
path: root/src/cgame/cg_event.c
diff options
context:
space:
mode:
authorTim Angus <tim@ngus.net>2005-11-27 00:00:16 +0000
committerTim Angus <tim@ngus.net>2005-11-27 00:00:16 +0000
commit046697c4b9369c02e730f1e16617e09876619864 (patch)
tree738d39079d13eb84b4d932f2a032e61cae570dbd /src/cgame/cg_event.c
parent3460e8bf9381c61e1bef98b78d320a8bd52b7f5f (diff)
* Fixed death by poison MOD s/antitox/medkit/
* Fixed Marauders momentarily disappearing when wall jumping * Fixed a potential crash bug involving the use of generic1 * Fixed being able to build multiple coincident repeaters if there is no reactor * Fixed incorrect message when invoking "buy ammo" with an energy weapon and no reactor present * Fixed invoking "reload" during a weapon reload causing an unnecessary reload * Fixed aliens having the wrong blood colour when shot with a las gun * Fixed hovel causing invisible builders
Diffstat (limited to 'src/cgame/cg_event.c')
-rw-r--r--src/cgame/cg_event.c3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c
index 459d45f2..f2d64601 100644
--- a/src/cgame/cg_event.c
+++ b/src/cgame/cg_event.c
@@ -293,7 +293,7 @@ static void CG_Obituary( entityState_t *ent )
break;
case MOD_POISON:
- message = "should have used antitox against";
+ message = "should have used a medkit against";
message2 = "'s poison";
break;
case MOD_LEVEL1_PCLOUD:
@@ -840,7 +840,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position )
DEBUGNAME( "EV_BUILD_DELAY" );
if( clientNum == cg.predictedPlayerState.clientNum )
{
- //FIXME: change to "negative" sound
trap_S_StartLocalSound( cgs.media.buildableRepairedSound, CHAN_LOCAL_SOUND );
cg.lastBuildAttempt = cg.time;
}