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authorTim Angus <tim@ngus.net>2004-02-07 19:33:00 +0000
committerTim Angus <tim@ngus.net>2004-02-07 19:33:00 +0000
commit062269e2abb237a37d9a33a6de46974a599408b4 (patch)
tree134243f756ad60f2ca8dcf6c898411946ef1f9a3 /src/game/g_local.h
parentb3b15cc492b10515706085ae5199713535c1624b (diff)
* Fixed a wall walking bug (DEAR GOD WHEN WILL IT END)
* Shadow is now rendered on walls as well as the ground * Buildables are now vulnerable in the prebuild stage * Alien buildables take longer to build * A bunch of other stuff
Diffstat (limited to 'src/game/g_local.h')
-rw-r--r--src/game/g_local.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/game/g_local.h b/src/game/g_local.h
index 2cdddf2e..9f267c51 100644
--- a/src/game/g_local.h
+++ b/src/game/g_local.h
@@ -189,6 +189,7 @@ struct gentity_s
qboolean powered; //TA: for human buildables
int builtBy; //TA: clientNum of person that built this
gentity_t *dccNode; //TA: controlling dcc
+ gentity_t *overmindNode;//TA: controlling overmind
qboolean dcced; //TA: controlled by a dcc or not?
qboolean spawned; //TA: whether or not this buildable has finished spawning
int buildTime; //TA: when this buildable was built
@@ -196,6 +197,8 @@ struct gentity_s
int overmindAttackTimer;
int overmindDyingTimer;
int overmindSpawnsTimer;
+ int nextPhysicsTime; //TA: buildables don't need to check what they're sitting on
+ // every single frame.. so only do it periodically
int credits[ MAX_CLIENTS ]; //TA: human credits for each client
qboolean creditsHash[ MAX_CLIENTS ]; //TA: track who has claimed credit