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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
parent05cb487661989c52654c20f7dc4cc6caacc9e86a (diff)
use entityState_t::misc instead of entityState_t::generic1 in some rather important cases involving 1.1 clients
Diffstat (limited to 'src')
-rw-r--r--src/cgame/cg_buildable.c6
-rw-r--r--src/cgame/cg_ents.c2
-rw-r--r--src/cgame/cg_event.c2
-rw-r--r--src/cgame/cg_tutorial.c2
-rw-r--r--src/game/g_buildable.c6
-rw-r--r--src/game/g_weapon.c2
6 files changed, 10 insertions, 10 deletions
diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c
index 256f9816..534aa677 100644
--- a/src/cgame/cg_buildable.c
+++ b/src/cgame/cg_buildable.c
@@ -724,7 +724,7 @@ static void CG_BuildableParticleEffects( centity_t *cent )
{
entityState_t *es = &cent->currentState;
team_t team = BG_Buildable( es->modelindex )->team;
- int health = es->generic1;
+ int health = es->misc;
float healthFrac = (float)health / BG_Buildable( es->modelindex )->health;
if( !( es->eFlags & EF_B_SPAWNED ) )
@@ -1045,7 +1045,7 @@ static void CG_BuildableStatusDisplay( centity_t *cent )
return;
}
- health = es->generic1;
+ health = es->misc;
healthScale = (float)health / BG_Buildable( es->modelindex )->health;
if( health > 0 && healthScale < 0.01f )
@@ -1512,7 +1512,7 @@ void CG_Buildable( centity_t *cent )
trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin, weapon->readySound );
}
- health = es->generic1;
+ health = es->misc;
if( health < cent->lastBuildableHealth &&
( es->eFlags & EF_B_SPAWNED ) )
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c
index fe755d4f..39147153 100644
--- a/src/cgame/cg_ents.c
+++ b/src/cgame/cg_ents.c
@@ -1019,7 +1019,7 @@ static void CG_CEntityPVSEnter( centity_t *cent )
break;
case ET_BUILDABLE:
- cent->lastBuildableHealth = es->generic1;
+ cent->lastBuildableHealth = es->misc;
break;
}
diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c
index 2401d04e..e646d28c 100644
--- a/src/cgame/cg_event.c
+++ b/src/cgame/cg_event.c
@@ -795,7 +795,7 @@ void CG_EntityEvent( centity_t *cent, vec3_t position )
case EV_TESLATRAIL:
cent->currentState.weapon = WP_TESLAGEN;
{
- centity_t *source = &cg_entities[ es->generic1 ];
+ centity_t *source = &cg_entities[ es->misc ];
centity_t *target = &cg_entities[ es->clientNum ];
vec3_t sourceOffset = { 0.0f, 0.0f, 28.0f };
diff --git a/src/cgame/cg_tutorial.c b/src/cgame/cg_tutorial.c
index daa0b262..9bcac252 100644
--- a/src/cgame/cg_tutorial.c
+++ b/src/cgame/cg_tutorial.c
@@ -157,7 +157,7 @@ static entityState_t *CG_BuildableInRange( playerState_t *ps, float *healthFract
if( healthFraction )
{
- health = es->generic1;
+ health = es->misc;
*healthFraction = (float)health / BG_Buildable( es->modelindex )->health;
}
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index 09375552..0a99a937 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -1881,7 +1881,7 @@ void HReactor_Think( gentity_t *self )
continue;
tent = G_TempEntity( enemy->s.pos.trBase, EV_TESLATRAIL );
- tent->s.generic1 = self->s.number; //src
+ tent->s.misc = self->s.number; //src
tent->s.clientNum = enemy->s.number; //dest
VectorCopy( self->s.pos.trBase, tent->s.origin2 );
fired = qtrue;
@@ -2753,7 +2753,7 @@ void G_BuildableThink( gentity_t *ent, int msec )
ent->dcc = ( ent->buildableTeam != TEAM_HUMANS ) ? 0 : G_FindDCC( ent );
// Set health
- ent->s.generic1 = MAX( ent->health, 0 );
+ ent->s.misc = MAX( ent->health, 0 );
// Set flags
ent->s.eFlags &= ~( EF_B_POWERED | EF_B_SPAWNED | EF_B_MARKED );
@@ -3737,7 +3737,7 @@ static gentity_t *G_Build( gentity_t *builder, buildable_t buildable,
VectorScale( normal, -50.0f, built->s.pos.trDelta );
}
- built->s.generic1 = MAX( built->health, 0 );
+ built->s.misc = MAX( built->health, 0 );
if( BG_Buildable( buildable )->team == TEAM_ALIENS )
{
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
}