diff options
author | Christopher Schwarz <lakitu7@gmail.com> | 2011-08-08 04:26:53 +0000 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2013-01-03 00:18:13 +0000 |
commit | d34172288e4d5313a6c97ea56987315b67b022d0 (patch) | |
tree | 785e59c609cd363751661b8aa3da1f2581b8bd1f /src/game/g_misc.c | |
parent | 8693e2c0a0ca3c5e9474fdf306ed53fac572960f (diff) |
* (bug 4999) Marauder+ zap bugfixes (/dev/humancontroller)
- Use spherical distance checks instead of cubic
- Fix buildables' ability to be zapped by two marauder+'s at once
- Chain to targets visible to each other, rather than visible to the zapper
- Fix zap effect disappearing too early when target dies
Diffstat (limited to 'src/game/g_misc.c')
-rw-r--r-- | src/game/g_misc.c | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/src/game/g_misc.c b/src/game/g_misc.c index 0572684d..861fc642 100644 --- a/src/game/g_misc.c +++ b/src/game/g_misc.c @@ -88,6 +88,9 @@ void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles ) player->client->ps.eFlags ^= EF_TELEPORT_BIT; G_UnlaggedClear( player ); + // cut all relevant zap beams + G_ClearPlayerZapEffects( player ); + // set angles G_SetClientViewAngle( player, angles ); |