diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/game/g_buildable.c | 26 |
1 files changed, 9 insertions, 17 deletions
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c index 33fd9b35..648f7a1a 100644 --- a/src/game/g_buildable.c +++ b/src/game/g_buildable.c @@ -160,10 +160,6 @@ static qboolean G_FindPower( gentity_t *self ) if( self->s.modelindex == BA_H_REACTOR ) return qtrue; - // If this already has power then stop now - if( self->parentNode && self->parentNode->powered ) - return qtrue; - // Reset parent self->parentNode = NULL; @@ -207,19 +203,9 @@ static qboolean G_FindPower( gentity_t *self ) } } - buildPoints -= BG_Buildable( self->s.modelindex )->buildPoints; + buildPoints -= level.humanBuildPointQueue; - if( buildPoints >= 0 ) - { - closestPower = ent; - minDistance = distance; - } - else - { - // a buildable can still be built if it shares BP from two zones - - // TODO: handle combined power zones here - } + buildPoints -= BG_Buildable( self->s.modelindex )->buildPoints; if( buildPoints >= 0 ) { @@ -244,7 +230,7 @@ static qboolean G_FindPower( gentity_t *self ) else if( distance < minDistance ) { // It's a repeater, so check that enough BP will be available to power - // another buildable but only if self is a real buildable + // the buildable but only if self is a real buildable if( self->s.modelindex != BA_NONE ) { @@ -269,6 +255,9 @@ static qboolean G_FindPower( gentity_t *self ) } } + if( self->usesZone && level.powerZones[ ent->zone ].active ) + buildPoints -= level.powerZones[ ent->zone ].queuedBuildPoints; + buildPoints -= BG_Buildable( self->s.modelindex )->buildPoints; if( buildPoints >= 0 ) @@ -2653,6 +2642,9 @@ void HSpawn_Think( gentity_t *self ) // spawns work without power self->powered = qtrue; + // set parentNode + G_FindPower( self ); + if( self->spawned ) { //only suicide if at rest |