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/game/bg_pmove.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/game/bg_pmove.c')
-rw-r--r-- | src/game/bg_pmove.c | 16 |
1 files changed, 10 insertions, 6 deletions
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c index 88707bd..73ee6d9 100644 --- a/src/game/bg_pmove.c +++ b/src/game/bg_pmove.c @@ -2796,8 +2796,8 @@ static void PM_Weapon( void ) } // start the animation even if out of ammo - - BG_UnpackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, &ammo, &clips ); + ammo = pm->ps->ammo; + clips = pm->ps->clips; BG_FindAmmoForWeapon( pm->ps->weapon, NULL, &maxClips ); // check for out of ammo @@ -2825,7 +2825,8 @@ static void PM_Weapon( void ) BG_InventoryContainsUpgrade( UP_BATTPACK, pm->ps->stats ) ) ammo = (int)( (float)ammo * BATTPACK_MODIFIER ); - BG_PackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips ); + pm->ps->ammo = ammo; + pm->ps->clips = clips; //allow some time for the weapon to be raised pm->ps->weaponstate = WEAPON_RAISING; @@ -3079,13 +3080,15 @@ static void PM_Weapon( void ) else ammo--; - BG_PackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips ); + pm->ps->ammo = ammo; + pm->ps->clips = clips; } else if( pm->ps->weapon == WP_ALEVEL3_UPG && attack3 ) { //special case for slowblob ammo--; - BG_PackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips ); + pm->ps->ammo = ammo; + pm->ps->clips = clips; } //FIXME: predicted angles miss a problem?? @@ -3291,7 +3294,8 @@ void PmoveSingle( pmove_t *pmove ) pm = pmove; - BG_UnpackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, &ammo, &clips ); + ammo = pm->ps->ammo; + clips = pm->ps->clips; // this counter lets us debug movement problems with a journal // by setting a conditional breakpoint fot the previous frame |