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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_main.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_main.c')
-rw-r--r--src/cgame/cg_main.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/cgame/cg_main.c b/src/cgame/cg_main.c
index 10769252..9dd1a953 100644
--- a/src/cgame/cg_main.c
+++ b/src/cgame/cg_main.c
@@ -465,13 +465,13 @@ static void CG_SetUIVars( void )
for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ )
{
if( BG_InventoryContainsWeapon( i, cg.snap->ps.stats ) &&
- BG_FindPurchasableForWeapon( i ) )
+ BG_Weapon( i )->purchasable )
strcat( carriageCvar, va( "W%d ", i ) );
}
for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
{
if( BG_InventoryContainsUpgrade( i, cg.snap->ps.stats ) &&
- BG_FindPurchasableForUpgrade( i ) )
+ BG_Upgrade( i )->purchasable )
strcat( carriageCvar, va( "U%d ", i ) );
}
strcat( carriageCvar, "$" );
@@ -984,8 +984,8 @@ static void CG_RegisterClients( void )
//precache all the models/sounds/etc
for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ )
{
- CG_PrecacheClientInfo( i, BG_FindModelNameForClass( i ),
- BG_FindSkinNameForClass( i ) );
+ CG_PrecacheClientInfo( i, BG_ClassConfig( i )->modelName,
+ BG_ClassConfig( i )->skinName );
cg.charModelFraction = (float)i / (float)PCL_NUM_CLASSES;
trap_UpdateScreen( );
@@ -1792,8 +1792,8 @@ void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum )
cgs.media.outlineShader = trap_R_RegisterShader( "outline" );
// load overrides
- BG_InitClassOverrides( );
- BG_InitBuildableOverrides( );
+ BG_InitClassConfigs( );
+ BG_InitBuildableConfigs( );
BG_InitAllowedGameElements( );
// Dynamic memory