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-rw-r--r--src/cgame/cg_animmapobj.c4
-rw-r--r--src/cgame/cg_ents.c4
-rw-r--r--src/cgame/cg_players.c8
-rw-r--r--src/cgame/cg_predict.c2
-rw-r--r--src/cgame/cg_scanner.c2
5 files changed, 10 insertions, 10 deletions
diff --git a/src/cgame/cg_animmapobj.c b/src/cgame/cg_animmapobj.c
index 2e80b7e..1225314 100644
--- a/src/cgame/cg_animmapobj.c
+++ b/src/cgame/cg_animmapobj.c
@@ -75,7 +75,7 @@ void CG_ModelDoor( centity_t *cent )
ent.nonNormalizedAxes = qtrue;
//setup animation
- anim.firstFrame = es->powerups;
+ anim.firstFrame = es->misc;
anim.numFrames = es->weapon;
anim.reversed = !es->legsAnim;
anim.flipflop = qfalse;
@@ -168,7 +168,7 @@ void CG_AnimMapObj( centity_t *cent )
}
//setup animation
- anim.firstFrame = es->powerups;
+ anim.firstFrame = es->misc;
anim.numFrames = es->weapon;
anim.reversed = qfalse;
anim.flipflop = qfalse;
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c
index 2d2e808..17f1a7d 100644
--- a/src/cgame/cg_ents.c
+++ b/src/cgame/cg_ents.c
@@ -581,7 +581,7 @@ static void CG_Portal( centity_t *cent )
CrossProduct( ent.axis[ 0 ], ent.axis[ 1 ], ent.axis[ 2 ] );
ent.reType = RT_PORTALSURFACE;
- ent.oldframe = s1->powerups;
+ ent.oldframe = s1->misc;
ent.frame = s1->frame; // rotation speed
ent.skinNum = s1->clientNum / 256.0 * 360; // roll offset
@@ -799,7 +799,7 @@ static void CG_Lev2ZapChain( centity_t *cent )
if( es->time <= 0 )
continue;
- source = &cg_entities[ es->powerups ];
+ source = &cg_entities[ es->misc ];
target = &cg_entities[ es->time ];
break;
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c
index b594330..bc3aaa4 100644
--- a/src/cgame/cg_players.c
+++ b/src/cgame/cg_players.c
@@ -2012,7 +2012,7 @@ void CG_Player( centity_t *cent )
qboolean shadow = qfalse;
float shadowPlane;
entityState_t *es = &cent->currentState;
- pClass_t class = ( es->powerups >> 8 ) & 0xFF;
+ pClass_t class = ( es->misc >> 8 ) & 0xFF;
float scale;
vec3_t tempAxis[ 3 ], tempAxis2[ 3 ];
vec3_t angles;
@@ -2379,7 +2379,7 @@ void CG_Corpse( centity_t *cent )
legs.nonNormalizedAxes = qtrue;
}
- //CG_AddRefEntityWithPowerups( &legs, es->powerups, ci->team );
+ //CG_AddRefEntityWithPowerups( &legs, es->misc, ci->team );
trap_R_AddRefEntityToScene( &legs );
// if the model failed, allow the default nullmodel to be displayed
@@ -2404,7 +2404,7 @@ void CG_Corpse( centity_t *cent )
torso.shadowPlane = shadowPlane;
torso.renderfx = renderfx;
- //CG_AddRefEntityWithPowerups( &torso, es->powerups, ci->team );
+ //CG_AddRefEntityWithPowerups( &torso, es->misc, ci->team );
trap_R_AddRefEntityToScene( &torso );
//
@@ -2423,7 +2423,7 @@ void CG_Corpse( centity_t *cent )
head.shadowPlane = shadowPlane;
head.renderfx = renderfx;
- //CG_AddRefEntityWithPowerups( &head, es->powerups, ci->team );
+ //CG_AddRefEntityWithPowerups( &head, es->misc, ci->team );
trap_R_AddRefEntityToScene( &head );
}
}
diff --git a/src/cgame/cg_predict.c b/src/cgame/cg_predict.c
index e20eb1d..59419b5 100644
--- a/src/cgame/cg_predict.c
+++ b/src/cgame/cg_predict.c
@@ -138,7 +138,7 @@ static void CG_ClipMoveToEntities ( const vec3_t start, const vec3_t mins,
bmaxs[ 2 ] = zu;
if( i == cg_numSolidEntities )
- BG_FindBBoxForClass( ( ent->powerups >> 8 ) & 0xFF, bmins, bmaxs, NULL, NULL, NULL );
+ BG_FindBBoxForClass( ( ent->misc >> 8 ) & 0xFF, bmins, bmaxs, NULL, NULL, NULL );
cmodel = trap_CM_TempBoxModel( bmins, bmaxs );
VectorCopy( vec3_origin, angles );
diff --git a/src/cgame/cg_scanner.c b/src/cgame/cg_scanner.c
index ab98b23..033960e 100644
--- a/src/cgame/cg_scanner.c
+++ b/src/cgame/cg_scanner.c
@@ -82,7 +82,7 @@ void CG_UpdateEntityPositions( void )
}
else if( cent->currentState.eType == ET_PLAYER )
{
- int team = cent->currentState.powerups & 0x00FF;
+ int team = cent->currentState.misc & 0x00FF;
if( team == PTE_ALIENS )
{