diff options
author | Tim Angus <tim@ngus.net> | 2001-12-30 02:20:36 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2001-12-30 02:20:36 +0000 |
commit | 969f12211fb141c6e7b68c662294002a177dc386 (patch) | |
tree | 81a5775900668b9147621e8405c9cd993a048a9e /src/ui | |
parent | 8b42b0ff0714ff211801a7c7ec57197c1576884f (diff) |
bg_itemlist is dead. Yay
Diffstat (limited to 'src/ui')
-rw-r--r-- | src/ui/ui_main.c | 2 | ||||
-rw-r--r-- | src/ui/ui_players.c | 49 |
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 { |