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authorTim Angus <tim@ngus.net>2009-10-03 11:42:48 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:15:16 +0000
commit50d9e8eab7934e0b76c04ef4a300f0fe93d4f7f5 (patch)
treefe963ef7588cb6086dab611d184e11d324048a65 /src/cgame/cg_draw.c
parentc37ba185e89c73bc33e9ac19ee840c5e5ed49bb3 (diff)
* Replace reams of BG_Find* functions with: BG_Buildable, BG_Class, BG_Weapon,
BG_Upgrade * Move "overrides/*" to "configs/" and remove all the overriden data from bg_misc.c, instead requiring it to be in the cfg files * Add cfg files to source control * Clean up some naming and typing issues
Diffstat (limited to 'src/cgame/cg_draw.c')
-rw-r--r--src/cgame/cg_draw.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c
index a84f3730..8e42e4ca 100644
--- a/src/cgame/cg_draw.c
+++ b/src/cgame/cg_draw.c
@@ -530,7 +530,7 @@ static void CG_DrawPlayerClipsRing( rectDef_t *rect, vec4_t color, qhandle_t sha
default:
if( ps->weaponstate == WEAPON_RELOADING )
{
- maxDelay = (float)BG_FindReloadTimeForWeapon( cent->currentState.weapon );
+ maxDelay = (float)BG_Weapon( cent->currentState.weapon )->reloadTime;
progress = ( maxDelay - (float)ps->weaponTime ) / maxDelay;
color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF );
@@ -756,13 +756,13 @@ static void CG_DrawUsableBuildable( rectDef_t *rect, qhandle_t shader, vec4_t co
es = &cg_entities[ trace.entityNum ].currentState;
- if( es->eType == ET_BUILDABLE && BG_FindUsableForBuildable( es->modelindex ) &&
- cg.predictedPlayerState.stats[ STAT_TEAM ] == BG_FindTeamForBuildable( es->modelindex ) )
+ if( es->eType == ET_BUILDABLE && BG_Buildable( es->modelindex )->usable &&
+ cg.predictedPlayerState.stats[ STAT_TEAM ] == BG_Buildable( es->modelindex )->team )
{
//hack to prevent showing the usable buildable when you aren't carrying an energy weapon
if( ( es->modelindex == BA_H_REACTOR || es->modelindex == BA_H_REPEATER ) &&
- ( !BG_FindUsesEnergyForWeapon( cg.snap->ps.weapon ) ||
- BG_FindInfinteAmmoForWeapon( cg.snap->ps.weapon ) ) )
+ ( !BG_Weapon( cg.snap->ps.weapon )->usesEnergy ||
+ BG_Weapon( cg.snap->ps.weapon )->infiniteAmmo ) )
return;
trap_R_SetColor( color );
@@ -2092,7 +2092,7 @@ void CG_DrawWeaponIcon( rectDef_t *rect, vec4_t color )
ps = &cg.snap->ps;
weapon = BG_GetPlayerWeapon( ps );
- BG_FindAmmoForWeapon( weapon, &maxAmmo, NULL );
+ maxAmmo = BG_Weapon( weapon )->maxAmmo;
// don't display if dead
if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 )
@@ -2103,7 +2103,7 @@ void CG_DrawWeaponIcon( rectDef_t *rect, vec4_t color )
CG_RegisterWeapon( weapon );
- if( ps->clips == 0 && !BG_FindInfinteAmmoForWeapon( weapon ) )
+ if( ps->clips == 0 && !BG_Weapon( weapon )->infiniteAmmo )
{
float ammoPercent = (float)ps->ammo / (float)maxAmmo;
@@ -2161,7 +2161,7 @@ static void CG_DrawCrosshair( void )
return;
if( cg_drawCrosshair.integer == CROSSHAIR_RANGEDONLY &&
- !BG_FindLongRangedForWeapon( weapon ) )
+ !BG_Weapon( weapon )->longRanged )
return;
if( ( cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT ) ||
@@ -2990,7 +2990,7 @@ static void CG_Draw2D( void )
UI_Text_Paint( 320 - w / 2, 440, 0.7f, color, SPECTATOR_STRING, 0, 0, ITEM_TEXTSTYLE_SHADOWED );
}
else
- menu = Menus_FindByName( BG_FindHudNameForClass( cg.predictedPlayerState.stats[ STAT_CLASS ] ) );
+ menu = Menus_FindByName( BG_ClassConfig( cg.predictedPlayerState.stats[ STAT_CLASS ] )->hudName );
if( !( cg.snap->ps.stats[ STAT_STATE ] & SS_INFESTING ) &&
!( cg.snap->ps.stats[ STAT_STATE ] & SS_HOVELING ) && menu &&