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-rw-r--r--src/game/g_buildable.c3
-rw-r--r--src/ui/ui_shared.c1
2 files changed, 3 insertions, 1 deletions
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index 73cc59ee..657aed73 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -1222,7 +1222,7 @@ void HMedistat_Think( gentity_t *self )
int maxclients;
//make sure we have power
- if( !( self->dcced = findPower( self ) ) )
+ if( !( self->powered = findPower( self ) ) )
{
self->nextthink = level.time + REFRESH_TIME;
return;
@@ -1261,6 +1261,7 @@ void HMedistat_Think( gentity_t *self )
if( player->client && player->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
{
if( player->health < player->client->ps.stats[ STAT_MAX_HEALTH ] &&
+ player->client->ps.pm_type != PM_DEAD &&
healCount < maxclients )
{
healCount++;
diff --git a/src/ui/ui_shared.c b/src/ui/ui_shared.c
index 39d48b69..8c4ae3e8 100644
--- a/src/ui/ui_shared.c
+++ b/src/ui/ui_shared.c
@@ -4166,6 +4166,7 @@ menuDef_t *Menus_ActivateByName(const char *p) {
if (Q_stricmp(Menus[i].window.name, p) == 0) {
m = &Menus[i];
Menus_Activate(m);
+ Menu_HandleMouseMove( m, DC->cursorx, DC->cursory ); //TA: force the item under the cursor to focus
if (openMenuCount < MAX_OPEN_MENUS && focus != NULL) {
menuStack[openMenuCount++] = focus;
}