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Fix nade timer getting reset if it's shot while on the ground
author
Mario <mario.mario@y7mail.com>
Fri, 12 Jul 2013 04:07:21 +0000
(14:07 +1000)
committer
Mario <mario.mario@y7mail.com>
Fri, 12 Jul 2013 04:07:21 +0000
(14:07 +1000)
qcsrc/server/mutators/mutator_nades.qc
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diff --git
a/qcsrc/server/mutators/mutator_nades.qc
b/qcsrc/server/mutators/mutator_nades.qc
index c2db6322f8506ba4f5543adc56edc8b2cb8c9d92..7b5bb12c63e126df3f0455b87a6fcfd8c5a40327 100644
(file)
--- a/
qcsrc/server/mutators/mutator_nades.qc
+++ b/
qcsrc/server/mutators/mutator_nades.qc
@@
-124,7
+124,7
@@
void nade_damage(entity inflictor, entity attacker, float damage, float deathtyp
self.velocity += force;
- if(!damage)
+ if(!damage
|| self.flags & FL_ONGROUND
)
return;
if(self.health == self.max_health)