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authorTim Angus <tim@ngus.net>2003-08-12 02:42:17 +0000
committerTim Angus <tim@ngus.net>2003-08-12 02:42:17 +0000
commitd8289eef899a0be82afbe22501f39f20e5b25d90 (patch)
tree69580d6f7ebb4d339cb5368f4b52a430e8a8886a /src/cgame
parent44a9b6d825e66df1f6f9cd2475186c0f0bf2cb8b (diff)
* Disabled automatically bringing up spawn menus to prevent cutting off chat
* EV_NEXT_WEAPON event now only triggers on the correct client * Creep slowdown totally reworked, it's now predicted and might actually work * Listboxes now have their selection set to 0 whenever displayed
Diffstat (limited to 'src/cgame')
-rw-r--r--src/cgame/cg_event.c4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c
index 017750c7..10e1dcd1 100644
--- a/src/cgame/cg_event.c
+++ b/src/cgame/cg_event.c
@@ -552,7 +552,9 @@ void CG_EntityEvent( centity_t *cent, vec3_t position )
case EV_NEXT_WEAPON:
DEBUGNAME( "EV_NEXT_WEAPON" );
- CG_NextWeapon_f( );
+
+ if( clientNum == cg.predictedPlayerState.clientNum )
+ CG_NextWeapon_f( );
break;
case EV_FIRE_WEAPON: