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Diffstat (limited to 'src/game/g_buildable.c')
-rw-r--r--src/game/g_buildable.c11
1 files changed, 4 insertions, 7 deletions
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index 58977872..305fb117 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -586,7 +586,7 @@ qboolean G_FindCreep( gentity_t *self )
if( !self->client && self->s.groundEntityNum == ENTITYNUM_NONE )
return qtrue;
- //if self does not have a parentNode or it's parentNode is invalid find a new one
+ //if self does not have a parentNode or its parentNode is invalid, then find a new one
if( self->client || self->parentNode == NULL || !self->parentNode->inuse ||
self->parentNode->health <= 0 )
{
@@ -1466,7 +1466,6 @@ void ATrapper_FindEnemy( gentity_t *ent, int range )
int start;
// iterate through entities
- // note that if we exist then level.num_entities != 0
start = rand( ) / ( RAND_MAX / level.num_entities + 1 );
for( i = start; i < level.num_entities + start; i++ )
{
@@ -1594,7 +1593,6 @@ think function
*/
void HSpawn_Disappear( gentity_t *self )
{
- self->s.eFlags |= EF_NODRAW; //don't draw the model once its destroyed
self->timestamp = level.time;
G_QueueBuildPoints( self );
G_RewardAttackers( self );
@@ -2071,7 +2069,7 @@ void HMedistat_Think( gentity_t *self )
if( self->enemy == player && player->client &&
player->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS &&
player->health < player->client->ps.stats[ STAT_MAX_HEALTH ] &&
- PM_Live( player->client->ps.pm_type ) )
+ PM_Alive( player->client->ps.pm_type ) )
{
occupied = qtrue;
player->client->ps.stats[ STAT_STATE ] |= SS_HEALING_ACTIVE;
@@ -2094,7 +2092,7 @@ void HMedistat_Think( gentity_t *self )
{
if( ( player->health < player->client->ps.stats[ STAT_MAX_HEALTH ] ||
player->client->ps.stats[ STAT_STAMINA ] < STAMINA_MAX ) &&
- PM_Live( player->client->ps.pm_type ) )
+ PM_Alive( player->client->ps.pm_type ) )
{
self->enemy = player;
@@ -3650,7 +3648,6 @@ static gentity_t *G_Build( gentity_t *builder, buildable_t buildable,
break;
}
- built->s.number = built - g_entities;
built->r.contents = CONTENTS_BODY;
built->clipmask = MASK_PLAYERSOLID;
built->enemy = NULL;
@@ -3865,7 +3862,7 @@ static gentity_t *G_FinishSpawningBuildable( gentity_t *ent, qboolean force )
============
G_SpawnBuildableThink
-Complete spawning a buildable using it's placeholder
+Complete spawning a buildable using its placeholder
============
*/
static void G_SpawnBuildableThink( gentity_t *ent )