From: Mircea Kitsune Date: Mon, 3 May 2010 18:16:43 +0000 (+0300) Subject: Use 1 instead, seems more correct. Not even sure why 0 behaves like 1 instead of... X-Git-Tag: xonotic-v0.1.0preview~640^2~11^2 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=df737737bbb9d8c46a61e30105529c2e95f8ffa8;p=xonotic%2Fxonotic-data.pk3dir.git Use 1 instead, seems more correct. Not even sure why 0 behaves like 1 instead of acting like 0 gravity (maybe there's a bug in the code that calculates .gravity?) --- diff --git a/qcsrc/server/g_triggers.qc b/qcsrc/server/g_triggers.qc index 4c07c10f0..0bd56b048 100644 --- a/qcsrc/server/g_triggers.qc +++ b/qcsrc/server/g_triggers.qc @@ -542,7 +542,7 @@ void trigger_gravity_check_think() // It the player has left the gravity trigger, this will be allowed to reach 0 and indicate that. if(self.cnt <= 0) { - self.owner.gravity = 0; + self.owner.gravity = 1; self.owner.trigger_gravity_active = FALSE; remove(self); } @@ -551,12 +551,12 @@ void trigger_gravity_check_think() self.cnt -= 1; self.nextthink = time; } -} +}; void trigger_gravity_use() { self.state = !self.state; -} +}; void trigger_gravity_touch() { @@ -588,8 +588,9 @@ void trigger_gravity_touch() void spawnfunc_trigger_gravity() { - if(!self.gravity) + if(self.gravity == 1) return; + EXACTTRIGGER_INIT; self.touch = trigger_gravity_touch; if(self.noise != "")