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authorMichael Levin <risujin@fastmail.fm>2009-10-03 11:18:02 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:14:51 +0000
commit6bff95c5978a0d4e0cb7e99232a1e61678fcf81b (patch)
tree6a6788b2b51c50707bc7f2dbdccb8cc40aab4e9c /src/game/g_weapon.c
parent75002f6c61b3e7e3521819df0216d52c14374520 (diff)
* Per Lakitu7's suggestion, changed spectator bounding box to match the dretch bounding box. Prevents spectators from getting stuck in the floor.
* Buildables round their health up when encoding health information for transmission, no more 0 hp buildables that aren't dead * Removed the devmap credits hack I put in earlier * Can now use \itemact weapon to switch to weapon, also \itemact weapon/blaster will not repeatedly force a weapon change if that weapon is already selected * Options menu entry for "Sprint" changed to "Sprint / Dodge" with correct bind (+button6) Norfenstein decided to switch to fractional "frags" (aka evos) for Aliens: * BG_ClassCanEvolveFromTo rewritten to be more robust in case classes are shuffled around later * CG_AtHighestClass and BG_UpgradeClassAvailable merged into BG_AlienCanEvolve * Changed BG_GetValueOfHuman to BG_GetValueOfPlayer which now accomodates Aliens too * Aliens now must receive 400 credits per frag point (9 evos = 3600 credits!) * Aliens can only spend whole points * TK/Suicide penalties moved to tremulous.h and converted to credit values * Complex nasty Alien land goes bye-bye
Diffstat (limited to 'src/game/g_weapon.c')
-rw-r--r--src/game/g_weapon.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c
index 52624862..1e02b74b 100644
--- a/src/game/g_weapon.c
+++ b/src/game/g_weapon.c
@@ -43,7 +43,7 @@ void G_ForceWeaponChange( gentity_t *ent, weapon_t weapon )
ent->client->ps.pm_flags |= PMF_WEAPON_SWITCH;
if( weapon == WP_NONE ||
- !BG_InventoryContainsWeapon( weapon, ent->client->ps.stats ))
+ !BG_InventoryContainsWeapon( weapon, ent->client->ps.stats ) )
{
//switch to the first non blaster weapon
for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ )