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authorTim Angus <tim@ngus.net>2004-10-17 15:44:13 +0000
committerTim Angus <tim@ngus.net>2004-10-17 15:44:13 +0000
commit2c67a10f6799fa7a062f30f6310391bf60c02d5f (patch)
treef797cc67ac1bcb4780ff15b555ed652f7aa00119 /src/cgame
parent7ccb349bbdaedd979fb67db17eef757915c8d74a (diff)
* Gave some of the shared functions more sensible names
Diffstat (limited to 'src/cgame')
-rw-r--r--src/cgame/cg_draw.c14
-rw-r--r--src/cgame/cg_players.c4
-rw-r--r--src/cgame/cg_servercmds.c4
-rw-r--r--src/cgame/cg_weapons.c18
4 files changed, 20 insertions, 20 deletions
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c
index d321d34e..88e1ffc0 100644
--- a/src/cgame/cg_draw.c
+++ b/src/cgame/cg_draw.c
@@ -856,7 +856,7 @@ static void CG_DrawPlayerPoisonBarbs( rectDef_t *rect, vec4_t color, qhandle_t s
qboolean vertical;
int iconsize, numBarbs, i;
- BG_unpackAmmoArray( ps->weapon, ps->ammo, ps->powerups, &numBarbs, NULL, NULL );
+ BG_UnpackAmmoArray( ps->weapon, ps->ammo, ps->powerups, &numBarbs, NULL, NULL );
if( height > width )
{
@@ -941,7 +941,7 @@ static void CG_DrawPlayerAmmoValue( rectDef_t *rect, vec4_t color )
break;
default:
- BG_unpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &value, NULL, NULL );
+ BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &value, NULL, NULL );
break;
}
@@ -977,7 +977,7 @@ CG_DrawHumanScanner
*/
static void CG_DrawHumanScanner( rectDef_t *rect, qhandle_t shader )
{
- if( BG_gotItem( UP_HELMET, cg.snap->ps.stats ) )
+ if( BG_InventoryContainsUpgrade( UP_HELMET, cg.snap->ps.stats ) )
CG_Scanner( rect, shader );
}
@@ -1100,7 +1100,7 @@ static void CG_DrawPlayerClipsValue( rectDef_t *rect, vec4_t color )
break;
default:
- BG_unpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, NULL, &value, NULL );
+ BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, NULL, &value, NULL );
if( value > -1 )
{
@@ -1393,7 +1393,7 @@ float CG_GetValue( int ownerDraw )
{
int value;
- BG_unpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups,
+ BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups,
&value, NULL, NULL );
return value;
@@ -1404,7 +1404,7 @@ float CG_GetValue( int ownerDraw )
{
int value;
- BG_unpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups,
+ BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups,
NULL, &value, NULL );
return value;
@@ -2169,7 +2169,7 @@ void CG_DrawWeaponIcon( rectDef_t *rect, vec4_t color )
cent = &cg_entities[ cg.snap->ps.clientNum ];
ps = &cg.snap->ps;
- BG_unpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &ammo, &clips, NULL );
+ BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &ammo, &clips, NULL );
BG_FindAmmoForWeapon( cent->currentState.weapon, &maxAmmo, &maxClips, NULL );
// don't display if dead
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c
index 5b6bfc3a..2a1ca0f4 100644
--- a/src/cgame/cg_players.c
+++ b/src/cgame/cg_players.c
@@ -2053,7 +2053,7 @@ void CG_Player( centity_t *cent )
//rotate lerpAngles to floor
if( es->eFlags & EF_WALLCLIMB &&
- BG_rotateAxis( es->angles2, tempAxis, tempAxis2, qtrue, es->eFlags & EF_WALLCLIMBCEILING ) )
+ BG_RotateAxis( es->angles2, tempAxis, tempAxis2, qtrue, es->eFlags & EF_WALLCLIMBCEILING ) )
AxisToAngles( tempAxis2, angles );
else
VectorCopy( cent->lerpAngles, angles );
@@ -2072,7 +2072,7 @@ void CG_Player( centity_t *cent )
//rotate the legs axis to back to the wall
if( es->eFlags & EF_WALLCLIMB &&
- BG_rotateAxis( es->angles2, legs.axis, tempAxis, qfalse, es->eFlags & EF_WALLCLIMBCEILING ) )
+ BG_RotateAxis( es->angles2, legs.axis, tempAxis, qfalse, es->eFlags & EF_WALLCLIMBCEILING ) )
AxisCopy( tempAxis, legs.axis );
//smooth out WW transitions so the model doesn't hop around
diff --git a/src/cgame/cg_servercmds.c b/src/cgame/cg_servercmds.c
index a8844206..5cad60c3 100644
--- a/src/cgame/cg_servercmds.c
+++ b/src/cgame/cg_servercmds.c
@@ -546,13 +546,13 @@ static void CG_SetUIVars( void )
//determine what the player is carrying
for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ )
{
- if( BG_gotWeapon( i, cg.snap->ps.stats ) &&
+ if( BG_InventoryContainsWeapon( i, cg.snap->ps.stats ) &&
BG_FindPurchasableForWeapon( i ) )
strcat( carriageCvar, va( "W%d ", i ) );
}
for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
{
- if( BG_gotItem( i, cg.snap->ps.stats ) )
+ if( BG_InventoryContainsUpgrade( i, cg.snap->ps.stats ) )
strcat( carriageCvar, va( "U%d ", i ) );
}
strcat( carriageCvar, "$" );
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index d16d2f5f..2fc0d7f7 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -1339,7 +1339,7 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color )
cent = &cg_entities[ cg.snap->ps.clientNum ];
ps = &cg.snap->ps;
- BG_unpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &ammo, &clips, NULL );
+ BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &ammo, &clips, NULL );
BG_FindAmmoForWeapon( cent->currentState.weapon, &maxAmmo, &maxClips, NULL );
// don't display if dead
@@ -1366,7 +1366,7 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color )
for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ )
{
- if( !BG_gotWeapon( i, cg.snap->ps.stats ) )
+ if( !BG_InventoryContainsWeapon( i, cg.snap->ps.stats ) )
continue;
if( i == cg.weaponSelect )
@@ -1379,7 +1379,7 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color )
for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
{
- if( !BG_gotItem( i, cg.snap->ps.stats ) )
+ if( !BG_InventoryContainsUpgrade( i, cg.snap->ps.stats ) )
continue;
if( i == cg.weaponSelect - 32 )
@@ -1439,7 +1439,7 @@ void CG_DrawItemSelectText( rectDef_t *rect, float scale, int textStyle )
if( cg.weaponSelect <= 32 )
{
if( cg_weapons[ cg.weaponSelect ].registered &&
- BG_gotWeapon( cg.weaponSelect, cg.snap->ps.stats ) )
+ BG_InventoryContainsWeapon( cg.weaponSelect, cg.snap->ps.stats ) )
{
if( name = cg_weapons[ cg.weaponSelect ].humanName )
{
@@ -1452,7 +1452,7 @@ void CG_DrawItemSelectText( rectDef_t *rect, float scale, int textStyle )
else if( cg.weaponSelect > 32 )
{
if( cg_upgrades[ cg.weaponSelect - 32 ].registered &&
- BG_gotItem( cg.weaponSelect - 32, cg.snap->ps.stats ) )
+ BG_InventoryContainsUpgrade( cg.weaponSelect - 32, cg.snap->ps.stats ) )
{
if( name = cg_upgrades[ cg.weaponSelect - 32 ].humanName )
{
@@ -1476,13 +1476,13 @@ static qboolean CG_WeaponSelectable( int i )
{
int ammo, clips, maxclips;
- BG_unpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips, &maxclips );
+ BG_UnpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips, &maxclips );
//TA: this is a pain in the ass
/* if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( i ) )
return qfalse;*/
- if( !BG_gotWeapon( i, cg.snap->ps.stats ) )
+ if( !BG_InventoryContainsWeapon( i, cg.snap->ps.stats ) )
return qfalse;
return qtrue;
@@ -1496,7 +1496,7 @@ CG_UpgradeSelectable
*/
static qboolean CG_UpgradeSelectable( int i )
{
- if( !BG_gotItem( i, cg.snap->ps.stats ) )
+ if( !BG_InventoryContainsUpgrade( i, cg.snap->ps.stats ) )
return qfalse;
return qtrue;
@@ -1613,7 +1613,7 @@ void CG_Weapon_f( void )
cg.weaponSelectTime = cg.time;
- if( !BG_gotWeapon( num, cg.snap->ps.stats ) )
+ if( !BG_InventoryContainsWeapon( num, cg.snap->ps.stats ) )
return; // don't have the weapon
cg.weaponSelect = num;