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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_weapons.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_weapons.c')
-rw-r--r--src/cgame/cg_weapons.c6
1 files changed, 4 insertions, 2 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index deae4e0..135e441 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -1111,7 +1111,8 @@ static qboolean CG_WeaponSelectable( weapon_t weapon )
{
//int ammo, clips;
//
- //BG_UnpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips );
+ //ammo = cg.snap->ps.ammo;
+ //clips = cg.snap->ps.clips
//
// this is a pain in the ass
//if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( i ) )
@@ -1205,7 +1206,8 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color )
{
int ammo, clips;
- BG_UnpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips );
+ ammo = cg.snap->ps.ammo;
+ clips = cg.snap->ps.clips;
if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( i ) )
colinfo[ numItems ] = 1;