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authorChristopher Schwarz <lakitu7@gmail.com>2009-10-24 07:46:20 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:17:03 +0000
commit6717b6d4f7882081012550719dd4373650fdd033 (patch)
tree25c36abd50a03055e084850db384a976c7384f1b /src/qcommon/msg.c
parent3c596928698f25af8e0fe45403a5770eac3866d1 (diff)
* Stamina changes/fixes (kevlarman)
- Restore blacking out when you run out of stamina - Add cg_sprintToggle, allowing the sprint button to act as a toggle between always-sprinting or not - Walk overrides sprint, by popular demand - Modify the stamina "bolt" to better differentiate between states - Allow one to begin a sprint when stamina is negative (even though it is generally a bad idea for them, at least their button presses do something!) * When avilable, use predictedplayerstate for cg_drawSpeed to reduce latency (kevlarman)
Diffstat (limited to 'src/qcommon/msg.c')
-rw-r--r--src/qcommon/msg.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/qcommon/msg.c b/src/qcommon/msg.c
index 5108937e..dc1d1e9e 100644
--- a/src/qcommon/msg.c
+++ b/src/qcommon/msg.c
@@ -1139,7 +1139,7 @@ netField_t playerStateFields[] =
{ PSF(events[0]), 8 },
{ PSF(legsAnim), 8 },
{ PSF(events[1]), 8 },
-{ PSF(pm_flags), 16 },
+{ PSF(pm_flags), 24 },
{ PSF(groundEntityNum), GENTITYNUM_BITS },
{ PSF(weaponstate), 4 },
{ PSF(eFlags), 16 },