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authorChristopher Schwarz <lakitu7@gmail.com>2011-08-08 04:26:53 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:18:13 +0000
commitd34172288e4d5313a6c97ea56987315b67b022d0 (patch)
tree785e59c609cd363751661b8aa3da1f2581b8bd1f /src/game/g_misc.c
parent8693e2c0a0ca3c5e9474fdf306ed53fac572960f (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.c3
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 );