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authorTim Angus <tim@ngus.net>2009-10-04 22:40:52 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:16:39 +0000
commitaede0859509b743e8a76c2ad055ae94d0545af88 (patch)
tree16942dbb3df86891aad9b89e88a7fd427f607680 /src/cgame/cg_tutorial.c
parentea0ff0071ed313c479693f1d2e1b9a2da167a891 (diff)
* Reduce generic1 to 10 bits
* Remove buildable health scaling/masking stuff; 10 bits is plenty now * Potentially fix bug where many PVS entering buildables would inappropriately make damaged sounds
Diffstat (limited to 'src/cgame/cg_tutorial.c')
-rw-r--r--src/cgame/cg_tutorial.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/cgame/cg_tutorial.c b/src/cgame/cg_tutorial.c
index 8db27d23..75bca690 100644
--- a/src/cgame/cg_tutorial.c
+++ b/src/cgame/cg_tutorial.c
@@ -156,8 +156,8 @@ static entityState_t *CG_BuildableInRange( playerState_t *ps, float *healthFract
if( healthFraction )
{
- health = es->generic1 & B_HEALTH_MASK;
- *healthFraction = (float)health / B_HEALTH_MASK;
+ health = es->generic1;
+ *healthFraction = (float)health / BG_Buildable( es->modelindex )->health;
}
if( es->eType == ET_BUILDABLE &&