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authorTim Angus <tim@ngus.net>2004-01-25 04:52:23 +0000
committerTim Angus <tim@ngus.net>2004-01-25 04:52:23 +0000
commit4bb84115f10466cf6aa9295830f37ff20238dd6c (patch)
tree846ef6822fcf1462ae139f4ee502c917193670a3 /src/game/g_buildable.c
parent7dcfcac2a6de7e2976990b8620f660ad7af959a9 (diff)
* Fixed two serious particle system bugs
* Created a general buildable think function * Fixed the post armoury weapon selection for real * Balance tweaks * A pile of other crap
Diffstat (limited to 'src/game/g_buildable.c')
-rw-r--r--src/game/g_buildable.c64
1 files changed, 64 insertions, 0 deletions
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index 10662feb..e0b59fa5 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -1653,6 +1653,12 @@ qboolean HMGTurret_CheckTarget( gentity_t *self, gentity_t *target, qboolean ign
trace_t trace;
gentity_t *traceEnt;
+ if( !target )
+ return qfalse;
+
+ if( !target->client )
+ return qfalse;
+
if( target->client->ps.stats[ STAT_STATE ] & SS_HOVELING )
return qfalse;
@@ -1982,6 +1988,64 @@ void HSpawn_Think( gentity_t *self )
+/*
+===============
+G_BuildableThink
+
+General think function for buildables
+===============
+*/
+void G_BuildableThink( gentity_t *ent, int msec )
+{
+ int bHealth = BG_FindHealthForBuildable( ent->s.modelindex );
+ int bRegen = BG_FindRegenRateForBuildable( ent->s.modelindex );
+
+ //pack health, power and dcc
+
+ //toggle spawned flag for buildables
+ if( !ent->spawned )
+ {
+ if( ent->buildTime + BG_FindBuildTimeForBuildable( ent->s.modelindex ) < level.time )
+ {
+ ent->takedamage = qtrue;
+ ent->spawned = qtrue;
+ }
+ }
+
+ ent->s.generic1 = (int)( ( (float)ent->health / (float)bHealth ) * B_HEALTH_SCALE );
+
+ if( ent->s.generic1 < 0 )
+ ent->s.generic1 = 0;
+
+ if( ent->powered )
+ ent->s.generic1 |= B_POWERED_TOGGLEBIT;
+
+ if( ent->dcced )
+ ent->s.generic1 |= B_DCCED_TOGGLEBIT;
+
+ if( ent->spawned )
+ ent->s.generic1 |= B_SPAWNED_TOGGLEBIT;
+
+ ent->time1000 += msec;
+
+ if( ent->time1000 >= 1000 )
+ {
+ ent->time1000 -= 1000;
+
+ //regenerate health
+ if( ent->health > 0 && ent->health < bHealth && bRegen )
+ {
+ ent->health += bRegen;
+
+ if( ent->health > bHealth )
+ ent->health = bHealth;
+ }
+ }
+
+ //fall back on normal physics routines
+ G_Physics( ent, msec );
+}
+
/*
===============