diff options
Diffstat (limited to 'src/game/g_buildable.c')
-rw-r--r-- | src/game/g_buildable.c | 11 |
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 ) |