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authorTim Angus <tim@ngus.net>2005-10-03 20:52:19 +0000
committerTim Angus <tim@ngus.net>2005-10-03 20:52:19 +0000
commit57a17f003806d9326b64317babf866d6111c0abb (patch)
tree9783aa743a70eadc3c2e6d88117d145d6d1ba3cb /src/game/g_syscalls.c
parente6f475ab2290ff7bc847336ed1f211f2092ac602 (diff)
* Removed jump pad code (and associated media loading)
* Removed loading of some Q3 cruft * Spilled events attached to temporary entities are now reattached to their original entities, fixing the missing flame bug * Fixed "suicide god" bug * Fixed bug where zap ignores armour * Fixed missing particle systems when follow-spectating * Fixed potential bug involving dodgy pointer arithmetic in CG_LoadClientInfo * Cleaned up logic in CG_AddPlayerWeapon * MASK_SHOT traces no longer collide with corpses * Corpses timeout in 20 seconds instead of 60 * Improved robustness of spawn validation, fixing the bug on transit * A crapload of whitespace fixes
Diffstat (limited to 'src/game/g_syscalls.c')
-rw-r--r--src/game/g_syscalls.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/g_syscalls.c b/src/game/g_syscalls.c
index 6a3f70c4..93035395 100644
--- a/src/game/g_syscalls.c
+++ b/src/game/g_syscalls.c
@@ -46,7 +46,7 @@ void trap_Error( const char *fmt )
int trap_Milliseconds( void )
{
- return syscall( G_MILLISECONDS );
+ return syscall( G_MILLISECONDS );
}
int trap_Argc( void )
{