diff options
Diffstat (limited to 'src/game')
| -rw-r--r-- | src/game/bg_misc.c | 8 | ||||
| -rw-r--r-- | src/game/g_client.c | 4 | ||||
| -rw-r--r-- | src/game/g_combat.c | 4 | ||||
| -rw-r--r-- | src/game/g_main.c | 2 | ||||
| -rw-r--r-- | src/game/g_misc.c | 6 | ||||
| -rw-r--r-- | src/game/g_mover.c | 2 | ||||
| -rw-r--r-- | src/game/g_team.c | 2 | ||||
| -rw-r--r-- | src/game/g_weapon.c | 2 | 
8 files changed, 15 insertions, 15 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c index 2641305..2b4fa29 100644 --- a/src/game/bg_misc.c +++ b/src/game/bg_misc.c @@ -4828,8 +4828,8 @@ void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean      }    } -  //TA: use powerups field to store team/class info: -  s->powerups = ps->stats[ STAT_PTEAM ] | ( ps->stats[ STAT_PCLASS ] << 8 ); +  // use misc field to store team/class info: +  s->misc = ps->stats[ STAT_PTEAM ] | ( ps->stats[ STAT_PCLASS ] << 8 );    //TA: have to get the surfNormal thru somehow...    VectorCopy( ps->grapplePoint, s->angles2 ); @@ -4940,8 +4940,8 @@ void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s      }    } -  //TA: use powerups field to store team/class info: -  s->powerups = ps->stats[ STAT_PTEAM ] | ( ps->stats[ STAT_PCLASS ] << 8 ); +  // use misc field to store team/class info: +  s->misc = ps->stats[ STAT_PTEAM ] | ( ps->stats[ STAT_PCLASS ] << 8 );    //TA: have to get the surfNormal thru somehow...    VectorCopy( ps->grapplePoint, s->angles2 ); diff --git a/src/game/g_client.c b/src/game/g_client.c index ef35f16..55b1ad7 100644 --- a/src/game/g_client.c +++ b/src/game/g_client.c @@ -689,7 +689,7 @@ void BodySink( gentity_t *ent )      ent->active = qtrue;      //sinking bodies can't be infested -    ent->killedBy = ent->s.powerups = MAX_CLIENTS; +    ent->killedBy = ent->s.misc = MAX_CLIENTS;      ent->timestamp = level.time;    } @@ -768,7 +768,7 @@ void SpawnCorpse( gentity_t *ent )    else      body->classname = "alienCorpse"; -  body->s.powerups = MAX_CLIENTS; +  body->s.misc = MAX_CLIENTS;    body->think = BodySink;    body->nextthink = level.time + 20000; diff --git a/src/game/g_combat.c b/src/game/g_combat.c index 0d8d013..0658849 100644 --- a/src/game/g_combat.c +++ b/src/game/g_combat.c @@ -707,8 +707,8 @@ finish_dying: // from MOD_SLAP          ( self->client->respawnTime - level.time) / 1000 ) );    } -  // remove powerups -  memset( self->client->ps.powerups, 0, sizeof( self->client->ps.powerups ) ); +  // clear misc +  memset( self->client->ps.misc, 0, sizeof( self->client->ps.misc ) );    {      // normal death diff --git a/src/game/g_main.c b/src/game/g_main.c index cb3ef01..d7cc6d4 100644 --- a/src/game/g_main.c +++ b/src/game/g_main.c @@ -1916,7 +1916,7 @@ void MoveClientToIntermission( gentity_t *ent )    ent->client->ps.pm_type = PM_INTERMISSION;    // clean up powerup info -  memset( ent->client->ps.powerups, 0, sizeof( ent->client->ps.powerups ) ); +  memset( ent->client->ps.misc, 0, sizeof( ent->client->ps.misc ) );    ent->client->ps.eFlags = 0;    ent->s.eFlags = 0; diff --git a/src/game/g_misc.c b/src/game/g_misc.c index b0d6077..a68eeb8 100644 --- a/src/game/g_misc.c +++ b/src/game/g_misc.c @@ -163,10 +163,10 @@ void locateCamera( gentity_t *ent )    if( owner->spawnflags & 4 )    {      // set to 0 for no rotation at all -    ent->s.powerups = 0; +    ent->s.misc = 0;    }    else -    ent->s.powerups = 1; +    ent->s.misc = 1;    // clientNum holds the rotate offset    ent->s.clientNum = owner->s.clientNum; @@ -327,7 +327,7 @@ Spawn function for anim model  */  void SP_misc_anim_model( gentity_t *self )  { -  self->s.powerups  = (int)self->animation[ 0 ]; +  self->s.misc      = (int)self->animation[ 0 ];    self->s.weapon    = (int)self->animation[ 1 ];    self->s.torsoAnim = (int)self->animation[ 2 ];    self->s.legsAnim  = (int)self->animation[ 3 ]; diff --git a/src/game/g_mover.c b/src/game/g_mover.c index 74b6541..8f006a3 100644 --- a/src/game/g_mover.c +++ b/src/game/g_mover.c @@ -1706,7 +1706,7 @@ void SP_func_door_model( gentity_t *ent )    ent->s.apos.trDuration = 0;    VectorClear( ent->s.apos.trDelta ); -  ent->s.powerups  = (int)ent->animation[ 0 ];                  //first frame +  ent->s.misc      = (int)ent->animation[ 0 ];                  //first frame    ent->s.weapon    = abs( (int)ent->animation[ 1 ] );           //number of frames    //must be at least one frame -- mapper has forgotten animation key diff --git a/src/game/g_team.c b/src/game/g_team.c index 133711b..1d8d102 100644 --- a/src/game/g_team.c +++ b/src/game/g_team.c @@ -198,7 +198,7 @@ void TeamplayInfoMessage( gentity_t *ent )          " %i %i %i %i %i %i",  //        level.sortedClients[i], player->client->pers.teamState.location, h, a,          i, player->client->pers.teamState.location, h, a, -        player->client->ps.weapon, player->s.powerups ); +        player->client->ps.weapon, player->s.misc );        j = strlen( entry ); diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c index e2d0183..ea4e290 100644 --- a/src/game/g_weapon.c +++ b/src/game/g_weapon.c @@ -1152,7 +1152,7 @@ static void G_UpdateZapEffect( zap_t *zap )    effect->s.eType = ET_LEV2_ZAP_CHAIN;    effect->classname = "lev2zapchain";    G_SetOrigin( effect, zap->creator->s.origin ); -  effect->s.powerups = zap->creator->s.number; +  effect->s.misc = zap->creator->s.number;    effect->s.time = effect->s.time2 = effect->s.constantLight = -1;  | 
