diff options
author | Tim Angus <tim@ngus.net> | 2005-11-27 00:00:16 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2005-11-27 00:00:16 +0000 |
commit | 046697c4b9369c02e730f1e16617e09876619864 (patch) | |
tree | 738d39079d13eb84b4d932f2a032e61cae570dbd /src/cgame/cg_event.c | |
parent | 3460e8bf9381c61e1bef98b78d320a8bd52b7f5f (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.c | 3 |
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; } |