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authorChristopher Schwarz <lakitu7@gmail.com>2011-01-22 12:10:29 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:17:52 +0000
commit6f87303a2691565d6fad67817a8e1ec7a58948e2 (patch)
tree63042891e7843afd28b35945e9f9d3f8dd922b7b /src/game/g_active.c
parent6a3d54f188d179d00b12e07e81b70fb4c8398841 (diff)
* (bug 4883) Fix ability to build 0-BP structures in SD if the blueprint is active at the transition by clearing blueprints upon entering SD (thanks Menace13)
* Print SD warning/beginning to the client console text in addition to the CP * Change a couple STAT_BUILDABLE = 0 to = BA_NONE (code tidying with no effect)
Diffstat (limited to 'src/game/g_active.c')
-rw-r--r--src/game/g_active.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/g_active.c b/src/game/g_active.c
index 697800f6..fa18c30c 100644
--- a/src/game/g_active.c
+++ b/src/game/g_active.c
@@ -462,7 +462,7 @@ void SpectatorThink( gentity_t *ent, usercmd_t *ucmd )
client->ps.speed = client->pers.flySpeed;
client->ps.stats[ STAT_STAMINA ] = 0;
client->ps.stats[ STAT_MISC ] = 0;
- client->ps.stats[ STAT_BUILDABLE ] = 0;
+ client->ps.stats[ STAT_BUILDABLE ] = BA_NONE;
client->ps.stats[ STAT_CLASS ] = PCL_NONE;
client->ps.weapon = WP_NONE;