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authorTim Angus <tim@ngus.net>2004-01-30 03:27:29 +0000
committerTim Angus <tim@ngus.net>2004-01-30 03:27:29 +0000
commite08512776aa9390ee910316bac05b73487ae9a52 (patch)
tree3b96436a6840b463bd59517c5556140e94495e7a /src/game/g_buildable.c
parent4bb84115f10466cf6aa9295830f37ff20238dd6c (diff)
* Wall walking models now smoothly move over transitions
* Added an option to disable build warnings * Added MN_H_NOTPOWERED
Diffstat (limited to 'src/game/g_buildable.c')
-rw-r--r--src/game/g_buildable.c6
1 files changed, 5 insertions, 1 deletions
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index e0b59fa5..a525ae9c 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -1434,7 +1434,7 @@ void HArmoury_Activate( gentity_t *self, gentity_t *other, gentity_t *activator
if( self->powered )
G_TriggerMenu( activator->client->ps.clientNum, MN_H_ARMOURY );
else
- G_TriggerMenu( activator->client->ps.clientNum, MN_H_NOPOWER );
+ G_TriggerMenu( activator->client->ps.clientNum, MN_H_NOTPOWERED );
}
}
@@ -2507,6 +2507,10 @@ qboolean G_ValidateBuild( gentity_t *ent, buildable_t buildable )
G_TriggerMenu( ent->client->ps.clientNum, MN_A_NOOVMND );
return qfalse;
+ case IBE_NOCREEP:
+ G_TriggerMenu( ent->client->ps.clientNum, MN_A_NOCREEP );
+ return qfalse;
+
case IBE_OVERMIND:
G_TriggerMenu( ent->client->ps.clientNum, MN_A_OVERMIND );
return qfalse;