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Diffstat (limited to 'src/game/g_buildable.c')
-rw-r--r--src/game/g_buildable.c43
1 files changed, 13 insertions, 30 deletions
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index 7035ec18..29245882 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -140,7 +140,7 @@ static qboolean findPower( gentity_t *self )
//iterate through entities
for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ )
{
- if( !ent->classname || ent->s.eType != ET_BUILDABLE )
+ if( ent->s.eType != ET_BUILDABLE )
continue;
//if entity is a power item calculate the distance to it
@@ -223,7 +223,7 @@ static qboolean findDCC( gentity_t *self )
//iterate through entities
for( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ )
{
- if( !ent->classname || ent->s.eType != ET_BUILDABLE )
+ if( ent->s.eType != ET_BUILDABLE )
continue;
//if entity is a dcc calculate the distance to it
@@ -277,11 +277,6 @@ static qboolean findOvermind( gentity_t *self )
{
int i;
gentity_t *ent;
- gentity_t *closestOvermind;
- int distance = 0;
- int minDistance = 10000;
- vec3_t temp_v;
- qboolean foundOvermind = qfalse;
if( self->biteam != BIT_ALIENS )
return qfalse;
@@ -296,30 +291,18 @@ static qboolean findOvermind( gentity_t *self )
//iterate through entities
for( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ )
{
- if( !ent->classname || ent->s.eType != ET_BUILDABLE )
+ if( ent->s.eType != ET_BUILDABLE )
continue;
//if entity is a dcc calculate the distance to it
if( ent->s.modelindex == BA_A_OVERMIND && ent->spawned )
{
- VectorSubtract( self->s.origin, ent->s.origin, temp_v );
- distance = VectorLength( temp_v );
- if( distance < minDistance && ent->powered )
- {
- closestOvermind = ent;
- minDistance = distance;
- foundOvermind = qtrue;
- }
+ self->overmindNode = ent;
+ return qtrue;
}
}
- //if there were no power items nearby give up
- if( !foundOvermind )
- return qfalse;
-
- self->overmindNode = closestOvermind;
-
- return qtrue;
+ return qfalse;
}
/*
@@ -347,7 +330,7 @@ static qboolean findCreep( gentity_t *self )
{
for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ )
{
- if( !ent->classname || ent->s.eType != ET_BUILDABLE )
+ if( ent->s.eType != ET_BUILDABLE )
continue;
if( ( ent->s.modelindex == BA_A_SPAWN || ent->s.modelindex == BA_A_OVERMIND ) &&
@@ -1429,7 +1412,7 @@ void HRpt_Think( gentity_t *self )
//iterate through entities
for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ )
{
- if( !ent->classname || ent->s.eType != ET_BUILDABLE )
+ if( ent->s.eType != ET_BUILDABLE )
continue;
if( ent->s.modelindex == BA_H_REACTOR )
@@ -2270,7 +2253,7 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance
//look for a hivemind
for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ )
{
- if( !tempent->classname || tempent->s.eType != ET_BUILDABLE )
+ if( tempent->s.eType != ET_BUILDABLE )
continue;
if( tempent->s.modelindex == BA_A_OVERMIND )
break;
@@ -2290,7 +2273,7 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance
{
for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ )
{
- if( !tempent->classname || tempent->s.eType != ET_BUILDABLE )
+ if( tempent->s.eType != ET_BUILDABLE )
continue;
if( tempent->s.modelindex == BA_A_OVERMIND )
@@ -2327,7 +2310,7 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance
{
for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ )
{
- if( !tempent->classname || tempent->s.eType != ET_BUILDABLE )
+ if( tempent->s.eType != ET_BUILDABLE )
continue;
if( tempent->s.modelindex == BA_H_REACTOR )
@@ -2347,7 +2330,7 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance
{
for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ )
{
- if( !tempent->classname || tempent->s.eType != ET_BUILDABLE )
+ if( tempent->s.eType != ET_BUILDABLE )
continue;
if( tempent->s.modelindex == BA_H_REACTOR )
@@ -2691,7 +2674,7 @@ void FinishSpawningBuildable( gentity_t *ent )
if( tr.startsolid )
{
- G_Printf( "FinishSpawningBuildable: %s startsolid at %s\n", built->classname, vtos( built->s.origin ) );
+ G_Printf( S_COLOR_YELLOW "FinishSpawningBuildable: %s startsolid at %s\n", built->classname, vtos( built->s.origin ) );
G_FreeEntity( built );
return;
}