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authorJeff Kent <jeff@jkent.net>2017-04-13 11:30:00 +0000
committer/dev/humancontroller <devhc@example.com>2017-04-15 17:20:41 +0200
commit26e25997647bfcc8692a2209e5670d4c0119ea8c (patch)
treebe69b2f824a6b749e12849a8b6da32e6ca59d1a0 /src/cgame/cg_draw.c
parentb4c0348da140348f3cbb48cfe544c5682c9e5d34 (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.c23
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