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author/dev/humancontroller <devhc@example.com>2014-07-13 21:04:55 +0200
committer/dev/humancontroller <devhc@example.com>2017-03-09 13:51:17 +0100
commit9439ae4c9e0d2258c77d9f1f661bbe030ed15c53 (patch)
tree25cd01ca8e43f913a0f7ef2afa7ab0054aacc065 /src/game/g_weapon.c
parent05cb487661989c52654c20f7dc4cc6caacc9e86a (diff)
use entityState_t::misc instead of entityState_t::generic1 in some rather important cases involving 1.1 clients
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 08f2d1eb..985da844 100644
--- a/src/game/g_weapon.c
+++ b/src/game/g_weapon.c
@@ -720,7 +720,7 @@ void teslaFire( gentity_t *self )
// Send tesla zap trail
tent = G_TempEntity( tr.endpos, EV_TESLATRAIL );
- tent->s.generic1 = self->s.number; // src
+ tent->s.misc = self->s.number; // src
tent->s.clientNum = self->enemy->s.number; // dest
}