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-rw-r--r--src/cgame/cg_buildable.c6
-rw-r--r--src/cgame/cg_draw.c2
-rw-r--r--src/cgame/cg_ents.c3
-rw-r--r--src/cgame/cg_local.h2
-rw-r--r--src/cgame/cg_weapons.c23
5 files changed, 6 insertions, 30 deletions
diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c
index 5b2582c..e2e33f8 100644
--- a/src/cgame/cg_buildable.c
+++ b/src/cgame/cg_buildable.c
@@ -709,7 +709,7 @@ static void CG_BuildableParticleEffects( centity_t *cent )
{
entityState_t *es = &cent->currentState;
team_t team = BG_Buildable( es->modelindex )->team;
- int health = es->generic1;
+ int health = es->constantLight;
float healthFrac = (float)health / BG_Buildable( es->modelindex )->health;
if( !( es->eFlags & EF_B_SPAWNED ) )
@@ -1055,7 +1055,7 @@ static void CG_BuildableStatusDisplay( centity_t *cent )
return;
}
- health = es->generic1;
+ health = es->constantLight;
healthScale = (float)health / BG_Buildable( es->modelindex )->health;
if( health > 0 && healthScale < 0.01f )
@@ -1535,7 +1535,7 @@ void CG_Buildable( centity_t *cent )
trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin, weapon->readySound );
}
- health = es->generic1;
+ health = es->constantLight;
if( health < cent->lastBuildableHealth &&
( es->eFlags & EF_B_SPAWNED ) )
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c
index 4e2ba77..1d18023 100644
--- a/src/cgame/cg_draw.c
+++ b/src/cgame/cg_draw.c
@@ -4072,7 +4072,7 @@ static void CG_DrawHealthBars( void )
if( CG_PlayerIsBuilder( es->modelindex ) )
continue;
- bar->value = es->generic1;
+ bar->value = es->constantLight;
bar->max = BG_Buildable( es->modelindex )->health;
BG_BuildableBoundingBox( es->modelindex, mins, maxs );
break;
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c
index a9663ad..13e0470 100644
--- a/src/cgame/cg_ents.c
+++ b/src/cgame/cg_ents.c
@@ -236,7 +236,8 @@ static void CG_EntityEffects( centity_t *cent )
// constant light glow
- if ( cent->currentState.constantLight )
+ if ( cent->currentState.eType == ET_MOVER &&
+ cent->currentState.constantLight )
{
int cl;
int i, r, g, b;
diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h
index 7721e45..b405cc6 100644
--- a/src/cgame/cg_local.h
+++ b/src/cgame/cg_local.h
@@ -1072,8 +1072,6 @@ typedef struct
int itemPickupBlendTime; // the pulse around the crosshair is timed seperately
int weaponSelectTime;
- int weaponAnimation;
- int weaponAnimationTime;
// blend blobs
float damageTime;
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index 7fb68c9..f57eb41 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -746,27 +746,6 @@ static void CG_SetWeaponLerpFrameAnimation( weapon_t weapon, lerpFrame_t *lf, in
}
/*
-===============
-CG_WeaponAnimation
-===============
-*/
-static void CG_WeaponAnimation( centity_t *cent, int *old, int *now, float *backLerp )
-{
- lerpFrame_t *lf = &cent->pe.weapon;
- entityState_t *es = &cent->currentState;
-
- // see if the animation sequence is switching
- if( es->weaponAnim != lf->animationNumber || !lf->animation )
- CG_SetWeaponLerpFrameAnimation( es->weapon, lf, es->weaponAnim );
-
- CG_RunLerpFrame( lf, 1.0f );
-
- *old = lf->oldFrame;
- *now = lf->frame;
- *backLerp = lf->backlerp;
-}
-
-/*
=================
CG_MapTorsoToWeaponFrame
@@ -1073,8 +1052,6 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
gun.customShader = cgs.media.invisibleShaderTeam;
}
- CG_WeaponAnimation( cent, &gun.oldframe, &gun.frame, &gun.backlerp );
-
trap_R_AddRefEntityToScene( &gun );
if( !ps )