Logic fix for guardpoints.
@@ -19461,7 +19461,7 @@ void set_opponent(entity *ent, entity *other)
int check_blocking_eligible(entity *ent, entity *other, s_collision_attack *attack)
{
// If guardpoints are set, then find out if they've been depleted.
- if(!ent->modeldata.guardpoints.max)
+ if(ent->modeldata.guardpoints.max)
{
if(ent->modeldata.guardpoints.current <= 0)
{
