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authorTim Angus <tim@ngus.net>2001-12-30 02:20:36 +0000
committerTim Angus <tim@ngus.net>2001-12-30 02:20:36 +0000
commit969f12211fb141c6e7b68c662294002a177dc386 (patch)
tree81a5775900668b9147621e8405c9cd993a048a9e /src/ui
parent8b42b0ff0714ff211801a7c7ec57197c1576884f (diff)
bg_itemlist is dead. Yay
Diffstat (limited to 'src/ui')
-rw-r--r--src/ui/ui_main.c2
-rw-r--r--src/ui/ui_players.c49
2 files changed, 21 insertions, 30 deletions
diff --git a/src/ui/ui_main.c b/src/ui/ui_main.c
index 50fbeec6..b16ec3a7 100644
--- a/src/ui/ui_main.c
+++ b/src/ui/ui_main.c
@@ -2887,7 +2887,7 @@ static void UI_LoadTremHumanMCUBuys( )
for( i = WP_NONE +1; i < WP_NUM_WEAPONS; i++ )
{
- if( BG_FindTeamForWeapon( i ) == WUT_HUMANS )
+ if( BG_FindTeamForWeapon( i ) == WUT_HUMANS && BG_FindPurchasableForWeapon( i ) )
{
uiInfo.tremHumanMCUBuyList[ j ].text =
String_Alloc( BG_FindHumanNameForWeapon( i ) );
diff --git a/src/ui/ui_players.c b/src/ui/ui_players.c
index f8e6f982..a2745552 100644
--- a/src/ui/ui_players.c
+++ b/src/ui/ui_players.c
@@ -60,15 +60,6 @@ tryagain:
return;
}
- for ( item = bg_itemlist + 1; item->classname ; item++ ) {
- if ( item->giType != IT_WEAPON ) {
- continue;
- }
- if ( item->giTag == weaponNum ) {
- break;
- }
- }
-
if ( item->classname ) {
pi->weaponModel = trap_R_RegisterModel( item->world_model[0] );
}
@@ -82,7 +73,7 @@ tryagain:
goto tryagain;
}
- if ( weaponNum == WP_MACHINEGUN || weaponNum == WP_GAUNTLET || weaponNum == WP_BFG ) {
+ if ( weaponNum == WP_MACHINEGUN ) {
strcpy( path, item->world_model[0] );
COM_StripExtension( path, path );
strcat( path, "_barrel.md3" );
@@ -95,45 +86,45 @@ tryagain:
pi->flashModel = trap_R_RegisterModel( path );
switch( weaponNum ) {
- case WP_GAUNTLET:
+/* case WP_GAUNTLET:
MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
- break;
+ break;*/
case WP_MACHINEGUN:
MAKERGB( pi->flashDlightColor, 1, 1, 0 );
break;
- case WP_SHOTGUN:
+/* case WP_SHOTGUN:
MAKERGB( pi->flashDlightColor, 1, 1, 0 );
- break;
+ break;*/
- case WP_GRENADE_LAUNCHER:
+/* case WP_GRENADE_LAUNCHER:
MAKERGB( pi->flashDlightColor, 1, 0.7f, 0.5f );
- break;
+ break;*/
- case WP_ROCKET_LAUNCHER:
+/* case WP_ROCKET_LAUNCHER:
MAKERGB( pi->flashDlightColor, 1, 0.75f, 0 );
- break;
+ break;*/
case WP_TESLAGEN:
MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
break;
- case WP_RAILGUN:
+/* case WP_RAILGUN:
MAKERGB( pi->flashDlightColor, 1, 0.5f, 0 );
- break;
+ break;*/
case WP_PLASMAGUN:
MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
break;
- case WP_BFG:
+/* case WP_BFG:
MAKERGB( pi->flashDlightColor, 1, 0.7f, 1 );
- break;
+ break;*/
- case WP_GRAPPLING_HOOK:
+/* case WP_GRAPPLING_HOOK:
MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
- break;
+ break;*/
default:
MAKERGB( pi->flashDlightColor, 1, 1, 1 );
@@ -828,7 +819,7 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
//
// add the spinning barrel
//
- if ( pi->realWeapon == WP_MACHINEGUN || pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) {
+ if ( pi->realWeapon == WP_MACHINEGUN ) {
vec3_t angles;
memset( &barrel, 0, sizeof(barrel) );
@@ -839,10 +830,10 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
angles[YAW] = 0;
angles[PITCH] = 0;
angles[ROLL] = UI_MachinegunSpinAngle( pi );
- if( pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) {
+/* if( pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) {
angles[PITCH] = angles[ROLL];
angles[ROLL] = 0;
- }
+ }*/
AnglesToAxis( angles, barrel.axis );
UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel");
@@ -1338,7 +1329,7 @@ void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_
// torso animation
if ( torsoAnim == TORSO_STAND || torsoAnim == TORSO_STAND2 ) {
- if ( weaponNum == WP_NONE || weaponNum == WP_GAUNTLET ) {
+ if ( weaponNum == WP_NONE ) {
torsoAnim = TORSO_STAND2;
}
else {
@@ -1347,7 +1338,7 @@ void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_
}
if ( torsoAnim == TORSO_ATTACK || torsoAnim == TORSO_ATTACK2 ) {
- if ( weaponNum == WP_NONE || weaponNum == WP_GAUNTLET ) {
+ if ( weaponNum == WP_NONE ) {
torsoAnim = TORSO_ATTACK2;
}
else {