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author/dev/humancontroller <devhc@example.com>2014-07-13 21:04:55 +0200
committer/dev/humancontroller <devhc@example.com>2017-03-09 13:51:17 +0100
commit9439ae4c9e0d2258c77d9f1f661bbe030ed15c53 (patch)
tree25cd01ca8e43f913a0f7ef2afa7ab0054aacc065 /src/cgame/cg_tutorial.c
parent05cb487661989c52654c20f7dc4cc6caacc9e86a (diff)
use entityState_t::misc instead of entityState_t::generic1 in some rather important cases involving 1.1 clients
Diffstat (limited to 'src/cgame/cg_tutorial.c')
-rw-r--r--src/cgame/cg_tutorial.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/cgame/cg_tutorial.c b/src/cgame/cg_tutorial.c
index daa0b262..9bcac252 100644
--- a/src/cgame/cg_tutorial.c
+++ b/src/cgame/cg_tutorial.c
@@ -157,7 +157,7 @@ static entityState_t *CG_BuildableInRange( playerState_t *ps, float *healthFract
if( healthFraction )
{
- health = es->generic1;
+ health = es->misc;
*healthFraction = (float)health / BG_Buildable( es->modelindex )->health;
}