From 8882f65e788fa39dc434f5eb5a2ba22ac78ccc14 Mon Sep 17 00:00:00 2001 From: Rudolf Polzer Date: Mon, 13 Jun 2011 16:02:06 +0200 Subject: [PATCH] simplify --- qcsrc/server/w_minelayer.qc | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/qcsrc/server/w_minelayer.qc b/qcsrc/server/w_minelayer.qc index e9f6453fc..42bf4efa5 100644 --- a/qcsrc/server/w_minelayer.qc +++ b/qcsrc/server/w_minelayer.qc @@ -220,21 +220,21 @@ void W_Mine_Think (void) void W_Mine_Touch (void) { + if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW) + return; // we're already a stuck mine, why do we get called? TODO does this even happen? + PROJECTILE_TOUCH; if(other && other.takedamage == DAMAGE_AIM) { // hit some enemy // we do nothing, other than clearing velocity (falling straight down) - // but only if we're still moving (not stuck yet) - if(self.movetype != MOVETYPE_NONE && self.movetype != MOVETYPE_FOLLOW) - { - // allow falling down, but no other movement, when hit an enemy - self.velocity_x = 0; - self.velocity_y = 0; - if(self.velocity_z > 0) - self.velocity_z = 0; - } + + // allow falling down, but no other movement, when hit an enemy + self.velocity_x = 0; + self.velocity_y = 0; + if(self.velocity_z > 0) + self.velocity_z = 0; } else { -- 2.39.2