about summary refs log tree commit diff
path: root/src/game/server/entities
diff options
context:
space:
mode:
authorMagnus Auvinen <magnus.auvinen@gmail.com>2008-10-17 11:23:21 +0000
committerMagnus Auvinen <magnus.auvinen@gmail.com>2008-10-17 11:23:21 +0000
commit35bcd41aa281325112dd09f12dce89236cca937d (patch)
treee1256dae0dce1e1183e309a4883a3dc609da61dd /src/game/server/entities
parenta6be56dbdcbcd7b7a3ebf7dae7cd0537027486ea (diff)
downloadzcatch-35bcd41aa281325112dd09f12dce89236cca937d.tar.gz
zcatch-35bcd41aa281325112dd09f12dce89236cca937d.zip
added hammer hit effect. added reset of all systems on state change. solves a lot of possible memory errors
Diffstat (limited to 'src/game/server/entities')
-rw-r--r--src/game/server/entities/character.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/server/entities/character.cpp b/src/game/server/entities/character.cpp
index cc0145b0..539e250d 100644
--- a/src/game/server/entities/character.cpp
+++ b/src/game/server/entities/character.cpp
@@ -306,7 +306,7 @@ void CHARACTER::fire_weapon()
 				vec2 fdir = normalize(ents[i]->pos - pos);
 
 				// set his velocity to fast upward (for now)
-				game.create_sound(pos, SOUND_HAMMER_HIT);
+				game.create_hammerhit(pos);
 				ents[i]->take_damage(vec2(0,-1.0f), data->weapons.hammer.base->damage, player->client_id, active_weapon);
 				vec2 dir;
 				if (length(target->pos - pos) > 0.0f)