diff options
author | Michael Levin <risujin@fastmail.fm> | 2009-10-03 11:20:08 +0000 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2013-01-03 00:14:53 +0000 |
commit | c9083efba65343e9242ab05acd82ee7fcfa17e54 (patch) | |
tree | 717e309c90f141ffa600d45da78fbe241dfc0c66 /src/game/bg_misc.c | |
parent | b6fd1bffca359783d14cd2000d39cd422ce64eb3 (diff) |
* Pulse Rifle has a small impact "particle system" to show impact flash
Lucifer Cannon aesthetic changes:
* Secondary fire has a blaster-like trail and impact flash
* Primary fire missile sprite and impact particles scale their size with charge strength
* Other players can hear Humans overcharge
Diffstat (limited to 'src/game/bg_misc.c')
-rw-r--r-- | src/game/bg_misc.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c index 45f6281f..1686f172 100644 --- a/src/game/bg_misc.c +++ b/src/game/bg_misc.c @@ -5079,7 +5079,7 @@ void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean if( s->generic1 <= WPM_NONE || s->generic1 >= WPM_NUM_WEAPONMODES ) s->generic1 = WPM_PRIMARY; - s->otherEntityNum = ps->otherEntityNum; + s->otherEntityNum = ps->otherEntityNum; } |