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authorChristopher Schwarz <lakitu7@gmail.com>2011-07-31 02:43:53 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:18:10 +0000
commitcf241c9b1ea4c7d3f1e7b42fd4107b9a4f3072a2 (patch)
tree0710365a9d06fb8ab7c9090f0b03ca8473734b95 /src/game
parent7b0ba7f90b93f1119b1523dd05f9e6a4d1dc4863 (diff)
* (bug 5020) Allow dragoon pounces to do damage if released before the end of a previously-fired weapon's delay. Previously it would fire, but not do any damage.
Diffstat (limited to 'src/game')
-rw-r--r--src/game/g_weapon.c3
1 files changed, 0 insertions, 3 deletions
diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c
index 60c74787..108751c9 100644
--- a/src/game/g_weapon.c
+++ b/src/game/g_weapon.c
@@ -1305,9 +1305,6 @@ qboolean CheckPounceAttack( gentity_t *ent )
payload = ent->client->pmext.pouncePayload;
if( !( ent->client->ps.pm_flags & PMF_CHARGE ) )
ent->client->pmext.pouncePayload = 0;
-
- if( ent->client->ps.weaponTime > 0 )
- return qfalse;
// Calculate muzzle point
AngleVectors( ent->client->ps.viewangles, forward, right, up );