diff options
author | Jeff Kent <jeff@jkent.net> | 2017-04-13 11:30:00 +0000 |
---|---|---|
committer | /dev/humancontroller <devhc@example.com> | 2017-04-15 17:20:41 +0200 |
commit | 26e25997647bfcc8692a2209e5670d4c0119ea8c (patch) | |
tree | be69b2f824a6b749e12849a8b6da32e6ca59d1a0 /src/cgame/cg_draw.c | |
parent | b4c0348da140348f3cbb48cfe544c5682c9e5d34 (diff) |
multi-protocol: change the playerState_t and entityState_t structs to the versions in the latest code base
this includes changing how ammo and clips r stored
Diffstat (limited to 'src/cgame/cg_draw.c')
-rw-r--r-- | src/cgame/cg_draw.c | 23 |
1 files changed, 7 insertions, 16 deletions
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c index 82df413..1a3ecae 100644 --- a/src/cgame/cg_draw.c +++ b/src/cgame/cg_draw.c @@ -855,7 +855,7 @@ static void CG_DrawPlayerPoisonBarbs( rectDef_t *rect, vec4_t color, qhandle_t s qboolean vertical; int iconsize, numBarbs, i; - BG_UnpackAmmoArray( ps->weapon, ps->ammo, ps->powerups, &numBarbs, NULL ); + numBarbs = ps->ammo; if( height > width ) { @@ -940,7 +940,7 @@ static void CG_DrawPlayerAmmoValue( rectDef_t *rect, vec4_t color ) break; default: - BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &value, NULL ); + value = ps->ammo; break; } @@ -1099,7 +1099,7 @@ static void CG_DrawPlayerClipsValue( rectDef_t *rect, vec4_t color ) break; default: - BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, NULL, &value ); + value = ps->clips; if( value > -1 ) { @@ -1425,23 +1425,13 @@ float CG_GetValue( int ownerDraw ) case CG_PLAYER_AMMO_VALUE: if( cent->currentState.weapon ) { - int value; - - BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, - &value, NULL ); - - return value; + return ps->ammo; } break; case CG_PLAYER_CLIPS_VALUE: if( cent->currentState.weapon ) { - int value; - - BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, - NULL, &value ); - - return value; + return ps->clips; } break; case CG_PLAYER_HEALTH: @@ -2404,7 +2394,8 @@ void CG_DrawWeaponIcon( rectDef_t *rect, vec4_t color ) cent = &cg_entities[ cg.snap->ps.clientNum ]; ps = &cg.snap->ps; - BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &ammo, &clips ); + ammo = ps->ammo; + clips = ps->clips; BG_FindAmmoForWeapon( cent->currentState.weapon, &maxAmmo, NULL ); // don't display if dead |