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authorTim Angus <tim@ngus.net>2007-09-25 13:41:22 +0000
committerTim Angus <tim@ngus.net>2007-09-25 13:41:22 +0000
commitef5690eecfe614cee99b56d32b3634980b9a0e9d (patch)
treeba3dc9966502bb5bb4b67a8bc17823af9a579998 /src/cgame
parent1b2c5b4e113fb1f182158f7c7b191717b79e3836 (diff)
* Replace "powerups" state data with "misc"
* Remove ps->ammo[ ] and replace with ps->ammo and ps->clips; this means only one ammo using weapon may be carried at once, but this is the case anyway * No need for BG_(Un)PackAmmoArray anymore, so remove them
Diffstat (limited to 'src/cgame')
-rw-r--r--src/cgame/cg_animmapobj.c4
-rw-r--r--src/cgame/cg_draw.c31
-rw-r--r--src/cgame/cg_ents.c4
-rw-r--r--src/cgame/cg_players.c8
-rw-r--r--src/cgame/cg_predict.c8
-rw-r--r--src/cgame/cg_scanner.c2
-rw-r--r--src/cgame/cg_tutorial.c5
-rw-r--r--src/cgame/cg_weapons.c27
8 files changed, 25 insertions, 64 deletions
diff --git a/src/cgame/cg_animmapobj.c b/src/cgame/cg_animmapobj.c
index 2e80b7e9..12253149 100644
--- a/src/cgame/cg_animmapobj.c
+++ b/src/cgame/cg_animmapobj.c
@@ -75,7 +75,7 @@ void CG_ModelDoor( centity_t *cent )
ent.nonNormalizedAxes = qtrue;
//setup animation
- anim.firstFrame = es->powerups;
+ anim.firstFrame = es->misc;
anim.numFrames = es->weapon;
anim.reversed = !es->legsAnim;
anim.flipflop = qfalse;
@@ -168,7 +168,7 @@ void CG_AnimMapObj( centity_t *cent )
}
//setup animation
- anim.firstFrame = es->powerups;
+ anim.firstFrame = es->misc;
anim.numFrames = es->weapon;
anim.reversed = qfalse;
anim.flipflop = qfalse;
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c
index 61745111..cb990e4a 100644
--- a/src/cgame/cg_draw.c
+++ b/src/cgame/cg_draw.c
@@ -841,7 +841,7 @@ 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 );
+ numBarbs = ps->ammo;
if( height > width )
{
@@ -926,7 +926,7 @@ static void CG_DrawPlayerAmmoValue( rectDef_t *rect, vec4_t color )
break;
default:
- BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &value, NULL );
+ value = ps->ammo;
break;
}
@@ -1085,7 +1085,7 @@ static void CG_DrawPlayerClipsValue( rectDef_t *rect, vec4_t color )
break;
default:
- BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, NULL, &value );
+ value = ps->clips;
if( value > -1 )
{
@@ -1410,25 +1410,11 @@ float CG_GetValue( int ownerDraw )
{
case CG_PLAYER_AMMO_VALUE:
if( cent->currentState.weapon )
- {
- int value;
-
- BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups,
- &value, NULL );
-
- return value;
- }
+ return ps->ammo;
break;
case CG_PLAYER_CLIPS_VALUE:
if( cent->currentState.weapon )
- {
- int value;
-
- BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups,
- NULL, &value );
-
- return value;
- }
+ return ps->clips;
break;
case CG_PLAYER_HEALTH:
return ps->stats[ STAT_HEALTH ];
@@ -2378,14 +2364,13 @@ CG_DrawWeaponIcon
*/
void CG_DrawWeaponIcon( rectDef_t *rect, vec4_t color )
{
- int ammo, clips, maxAmmo;
+ int maxAmmo;
centity_t *cent;
playerState_t *ps;
cent = &cg_entities[ cg.snap->ps.clientNum ];
ps = &cg.snap->ps;
- BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &ammo, &clips );
BG_FindAmmoForWeapon( cent->currentState.weapon, &maxAmmo, NULL );
// don't display if dead
@@ -2397,9 +2382,9 @@ void CG_DrawWeaponIcon( rectDef_t *rect, vec4_t color )
CG_RegisterWeapon( cent->currentState.weapon );
- if( clips == 0 && !BG_FindInfinteAmmoForWeapon( cent->currentState.weapon ) )
+ if( ps->clips == 0 && !BG_FindInfinteAmmoForWeapon( cent->currentState.weapon ) )
{
- float ammoPercent = (float)ammo / (float)maxAmmo;
+ float ammoPercent = (float)ps->ammo / (float)maxAmmo;
if( ammoPercent < 0.33f )
{
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c
index 2d2e8089..17f1a7d3 100644
--- a/src/cgame/cg_ents.c
+++ b/src/cgame/cg_ents.c
@@ -581,7 +581,7 @@ static void CG_Portal( centity_t *cent )
CrossProduct( ent.axis[ 0 ], ent.axis[ 1 ], ent.axis[ 2 ] );
ent.reType = RT_PORTALSURFACE;
- ent.oldframe = s1->powerups;
+ ent.oldframe = s1->misc;
ent.frame = s1->frame; // rotation speed
ent.skinNum = s1->clientNum / 256.0 * 360; // roll offset
@@ -799,7 +799,7 @@ static void CG_Lev2ZapChain( centity_t *cent )
if( es->time <= 0 )
continue;
- source = &cg_entities[ es->powerups ];
+ source = &cg_entities[ es->misc ];
target = &cg_entities[ es->time ];
break;
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c
index b594330e..bc3aaa47 100644
--- a/src/cgame/cg_players.c
+++ b/src/cgame/cg_players.c
@@ -2012,7 +2012,7 @@ void CG_Player( centity_t *cent )
qboolean shadow = qfalse;
float shadowPlane;
entityState_t *es = &cent->currentState;
- pClass_t class = ( es->powerups >> 8 ) & 0xFF;
+ pClass_t class = ( es->misc >> 8 ) & 0xFF;
float scale;
vec3_t tempAxis[ 3 ], tempAxis2[ 3 ];
vec3_t angles;
@@ -2379,7 +2379,7 @@ void CG_Corpse( centity_t *cent )
legs.nonNormalizedAxes = qtrue;
}
- //CG_AddRefEntityWithPowerups( &legs, es->powerups, ci->team );
+ //CG_AddRefEntityWithPowerups( &legs, es->misc, ci->team );
trap_R_AddRefEntityToScene( &legs );
// if the model failed, allow the default nullmodel to be displayed
@@ -2404,7 +2404,7 @@ void CG_Corpse( centity_t *cent )
torso.shadowPlane = shadowPlane;
torso.renderfx = renderfx;
- //CG_AddRefEntityWithPowerups( &torso, es->powerups, ci->team );
+ //CG_AddRefEntityWithPowerups( &torso, es->misc, ci->team );
trap_R_AddRefEntityToScene( &torso );
//
@@ -2423,7 +2423,7 @@ void CG_Corpse( centity_t *cent )
head.shadowPlane = shadowPlane;
head.renderfx = renderfx;
- //CG_AddRefEntityWithPowerups( &head, es->powerups, ci->team );
+ //CG_AddRefEntityWithPowerups( &head, es->misc, ci->team );
trap_R_AddRefEntityToScene( &head );
}
}
diff --git a/src/cgame/cg_predict.c b/src/cgame/cg_predict.c
index e34fe8df..59a1641b 100644
--- a/src/cgame/cg_predict.c
+++ b/src/cgame/cg_predict.c
@@ -138,7 +138,7 @@ static void CG_ClipMoveToEntities ( const vec3_t start, const vec3_t mins,
bmaxs[ 2 ] = zu;
if( i == cg_numSolidEntities )
- BG_FindBBoxForClass( ( ent->powerups >> 8 ) & 0xFF, bmins, bmaxs, NULL, NULL, NULL );
+ BG_FindBBoxForClass( ( ent->misc >> 8 ) & 0xFF, bmins, bmaxs, NULL, NULL, NULL );
cmodel = trap_CM_TempBoxModel( bmins, bmaxs );
VectorCopy( vec3_origin, angles );
@@ -504,12 +504,6 @@ static int CG_IsUnacceptableError( playerState_t *ps, playerState_t *pps )
return 16;
}
- for( i = 0; i < MAX_WEAPONS; i++ )
- {
- if( pps->ammo[ i ] != ps->ammo[ i ] )
- return 18;
- }
-
if( pps->generic1 != ps->generic1 ||
pps->loopSound != ps->loopSound )
{
diff --git a/src/cgame/cg_scanner.c b/src/cgame/cg_scanner.c
index 0711c1db..195b6d76 100644
--- a/src/cgame/cg_scanner.c
+++ b/src/cgame/cg_scanner.c
@@ -82,7 +82,7 @@ void CG_UpdateEntityPositions( void )
}
else if( cent->currentState.eType == ET_PLAYER )
{
- int team = cent->currentState.powerups & 0x00FF;
+ int team = cent->currentState.misc & 0x00FF;
if( team == PTE_ALIENS )
{
diff --git a/src/cgame/cg_tutorial.c b/src/cgame/cg_tutorial.c
index e5fc9eb5..888e9e1a 100644
--- a/src/cgame/cg_tutorial.c
+++ b/src/cgame/cg_tutorial.c
@@ -396,7 +396,6 @@ CG_HumanText
static void CG_HumanText( char *text, playerState_t *ps )
{
char *name;
- int ammo, clips;
upgrade_t upgrade = UP_NONE;
if( cg.weaponSelect <= 32 )
@@ -407,9 +406,7 @@ static void CG_HumanText( char *text, playerState_t *ps )
upgrade = cg.weaponSelect - 32;
}
- BG_UnpackAmmoArray( ps->weapon, ps->ammo, ps->powerups, &ammo, &clips );
-
- if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( ps->weapon ) )
+ if( !ps->ammo && !ps->clips && !BG_FindInfinteAmmoForWeapon( ps->weapon ) )
{
//no ammo
switch( ps->weapon )
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index deae4e0b..613cddb2 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -1109,14 +1109,6 @@ CG_WeaponSelectable
*/
static qboolean CG_WeaponSelectable( weapon_t weapon )
{
- //int ammo, clips;
- //
- //BG_UnpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips );
- //
- // this is a pain in the ass
- //if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( i ) )
- // return qfalse;
-
if( !BG_InventoryContainsWeapon( weapon, cg.snap->ps.stats ) )
return qfalse;
@@ -1201,18 +1193,11 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color )
{
if( !BG_InventoryContainsWeapon( i, cg.snap->ps.stats ) )
continue;
-
- {
- int ammo, clips;
-
- BG_UnpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips );
-
- if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( i ) )
- colinfo[ numItems ] = 1;
- else
- colinfo[ numItems ] = 0;
-
- }
+
+ if( !ps->ammo && !ps->clips && !BG_FindInfinteAmmoForWeapon( i ) )
+ colinfo[ numItems ] = 1;
+ else
+ colinfo[ numItems ] = 0;
if( i == cg.weaponSelect )
selectedItem = numItems;
@@ -1229,7 +1214,7 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color )
colinfo[ numItems ] = 0;
if( !BG_FindUsableForUpgrade ( i ) )
colinfo[ numItems ] = 2;
-
+
if( i == cg.weaponSelect - 32 )
selectedItem = numItems;