diff options
Diffstat (limited to 'src/game/g_buildable.c')
-rw-r--r-- | src/game/g_buildable.c | 8 |
1 files changed, 6 insertions, 2 deletions
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c index 26a9bdbb..75284a09 100644 --- a/src/game/g_buildable.c +++ b/src/game/g_buildable.c @@ -439,6 +439,7 @@ void ASpawn_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int self->die = nullDieFunction; self->think = ASpawn_Blast; self->nextthink = level.time + 5000; //wait .5 seconds before damaging others + self->s.eFlags &= ~EF_FIRING; //prevent any firing effects if( attacker && attacker->client && attacker->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) { @@ -652,6 +653,7 @@ void ABarricade_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, self->die = nullDieFunction; self->think = ABarricade_Blast; + self->s.eFlags &= ~EF_FIRING; //prevent any firing effects self->nextthink = level.time + 5000; } @@ -998,6 +1000,7 @@ void AHovel_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int //pretty events and item cleanup self->s.eFlags |= EF_NODRAW; //don't draw the model once its destroyed G_AddEvent( self, EV_ALIEN_BUILDABLE_EXPLOSION, DirToByte( dir ) ); + self->s.eFlags &= ~EF_FIRING; //prevent any firing effects self->timestamp = level.time; self->think = ASpawn_Melt; self->nextthink = level.time + 500; //wait .5 seconds before damaging others @@ -1839,6 +1842,7 @@ void HSpawn_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int self->think = HSpawn_Blast; self->nextthink = level.time + HUMAN_DETONATION_DELAY; self->powered = qfalse; //free up power + self->s.eFlags &= ~EF_FIRING; //prevent any firing effects if( attacker && attacker->client && attacker->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) { @@ -2160,8 +2164,6 @@ gentity_t *G_buildItem( gentity_t *builder, buildable_t buildable, vec3_t origin built->splashRadius = BG_FindSplashRadiusForBuildable( buildable ); built->splashMethodOfDeath = BG_FindMODForBuildable( buildable ); - G_setIdleBuildableAnim( built, BG_FindAnimForBuildable( buildable ) ); - built->nextthink = BG_FindNextThinkForBuildable( buildable ); built->takedamage = qfalse; @@ -2320,6 +2322,8 @@ gentity_t *G_buildItem( gentity_t *builder, buildable_t buildable, vec3_t origin G_AddEvent( built, EV_BUILD_CONSTRUCT, 0 ); + G_setIdleBuildableAnim( built, BG_FindAnimForBuildable( buildable ) ); + if( built->builtBy >= 0 ) G_setBuildableAnim( built, BANIM_CONSTRUCT1, qtrue ); |