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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
parent7ccb349bbdaedd979fb67db17eef757915c8d74a (diff)
* Gave some of the shared functions more sensible names
Diffstat (limited to 'src')
-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
-rw-r--r--src/game/bg_misc.c131
-rw-r--r--src/game/bg_pmove.c32
-rw-r--r--src/game/bg_public.h24
-rw-r--r--src/game/g_active.c24
-rw-r--r--src/game/g_buildable.c6
-rw-r--r--src/game/g_client.c10
-rw-r--r--src/game/g_cmds.c74
-rw-r--r--src/game/g_combat.c6
-rw-r--r--src/game/g_trigger.c8
-rw-r--r--src/game/g_weapon.c4
14 files changed, 216 insertions, 143 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;
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index f39f1ec0..06e41d76 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -4509,11 +4509,11 @@ void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean
s->modelindex2 = 0;
for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
{
- if( BG_gotItem( i, ps->stats ) )
+ if( BG_InventoryContainsUpgrade( i, ps->stats ) )
{
s->modelindex |= 1 << i;
- if( BG_activated( i, ps->stats ) )
+ if( BG_UpgradeIsActive( i, ps->stats ) )
s->modelindex2 |= 1 << i;
}
}
@@ -4619,11 +4619,11 @@ void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s
for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
{
- if( BG_gotItem( i, ps->stats ) )
+ if( BG_InventoryContainsUpgrade( i, ps->stats ) )
{
s->modelindex |= 1 << i;
- if( BG_activated( i, ps->stats ) )
+ if( BG_UpgradeIsActive( i, ps->stats ) )
s->modelindex2 |= 1 << i;
}
}
@@ -4640,8 +4640,14 @@ void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s
s->generic1 = ps->generic1;
}
-//TA: extract the ammo quantity from the array
-void BG_unpackAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int *quan, int *clips, int *maxclips )
+/*
+========================
+BG_UnpackAmmoArray
+
+Extract the ammo quantity from the array
+========================
+*/
+void BG_UnpackAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int *quan, int *clips, int *maxclips )
{
int ammoarray[32];
int i;
@@ -4662,8 +4668,14 @@ void BG_unpackAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int *quan, int *
*maxclips = ( ammoarray[ weapon ] >> 13 ) & 0x07;
}
-//TA: pack the ammo quantity into the array
-void BG_packAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int quan, int clips, int maxclips )
+/*
+========================
+BG_PackAmmoArray
+
+Pack the ammo quantity into the array
+========================
+*/
+void BG_PackAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int quan, int clips, int maxclips )
{
int weaponvalue;
@@ -4675,8 +4687,14 @@ void BG_packAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int quan, int clip
ammo2[ weapon - 16 ] = weaponvalue;
}
-//TA: pack weapons into the array
-void BG_packWeapon( int weapon, int stats[ ] )
+/*
+========================
+BG_AddWeaponToInventory
+
+Give a player a weapon
+========================
+*/
+void BG_AddWeaponToInventory( int weapon, int stats[ ] )
{
int weaponList;
@@ -4693,8 +4711,14 @@ void BG_packWeapon( int weapon, int stats[ ] )
stats[ STAT_SLOTS ] |= BG_FindSlotsForWeapon( weapon );
}
-//TA: remove weapons from the array
-void BG_removeWeapon( int weapon, int stats[ ] )
+/*
+========================
+BG_RemoveWeaponToInventory
+
+Take a weapon from a player
+========================
+*/
+void BG_RemoveWeaponFromInventory( int weapon, int stats[ ] )
{
int weaponList;
@@ -4708,8 +4732,14 @@ void BG_removeWeapon( int weapon, int stats[ ] )
stats[ STAT_SLOTS ] &= ~BG_FindSlotsForWeapon( weapon );
}
-//TA: check whether array contains weapon
-qboolean BG_gotWeapon( int weapon, int stats[ ] )
+/*
+========================
+BG_InventoryContainsWeapon
+
+Does the player hold a weapon?
+========================
+*/
+qboolean BG_InventoryContainsWeapon( int weapon, int stats[ ] )
{
int weaponList;
@@ -4718,8 +4748,14 @@ qboolean BG_gotWeapon( int weapon, int stats[ ] )
return( weaponList & ( 1 << weapon ) );
}
-//TA: pack items into array
-void BG_packItem( int item, int stats[ ] )
+/*
+========================
+BG_AddUpgradeToInventory
+
+Give the player an upgrade
+========================
+*/
+void BG_AddUpgradeToInventory( int item, int stats[ ] )
{
stats[ STAT_ITEMS ] |= ( 1 << item );
@@ -4729,39 +4765,76 @@ void BG_packItem( int item, int stats[ ] )
stats[ STAT_SLOTS ] |= BG_FindSlotsForUpgrade( item );
}
-//TA: remove items from array
-void BG_removeItem( int item, int stats[ ] )
+/*
+========================
+BG_RemoveUpgradeFromInventory
+
+Take an upgrade from the player
+========================
+*/
+void BG_RemoveUpgradeFromInventory( int item, int stats[ ] )
{
stats[ STAT_ITEMS ] &= ~( 1 << item );
stats[ STAT_SLOTS ] &= ~BG_FindSlotsForUpgrade( item );
}
-//TA: check if item is in array
-qboolean BG_gotItem( int item, int stats[ ] )
+/*
+========================
+BG_InventoryContainsUpgrade
+
+Does the player hold an upgrade?
+========================
+*/
+qboolean BG_InventoryContainsUpgrade( int item, int stats[ ] )
{
return( stats[ STAT_ITEMS ] & ( 1 << item ) );
}
-//TA: set item active in array
-void BG_activateItem( int item, int stats[ ] )
+/*
+========================
+BG_ActivateUpgrade
+
+Activates an upgrade
+========================
+*/
+void BG_ActivateUpgrade( int item, int stats[ ] )
{
stats[ STAT_ACTIVEITEMS ] |= ( 1 << item );
}
-//TA: set item deactive in array
-void BG_deactivateItem( int item, int stats[ ] )
+/*
+========================
+BG_DeactivateUpgrade
+
+Deactivates an upgrade
+========================
+*/
+void BG_DeactivateUpgrade( int item, int stats[ ] )
{
stats[ STAT_ACTIVEITEMS ] &= ~( 1 << item );
}
-//TA: check if item active in array
-qboolean BG_activated( int item, int stats[ ] )
+/*
+========================
+BG_UpgradeIsActive
+
+Is this upgrade active?
+========================
+*/
+qboolean BG_UpgradeIsActive( int item, int stats[ ] )
{
return( stats[ STAT_ACTIVEITEMS ] & ( 1 << item ) );
}
-qboolean BG_rotateAxis( vec3_t surfNormal, vec3_t inAxis[ 3 ],
+/*
+===============
+BG_RotateAxis
+
+Shared axis rotation function
+===============
+*/
+qboolean BG_RotateAxis( vec3_t surfNormal, vec3_t inAxis[ 3 ],
vec3_t outAxis[ 3 ], qboolean inverse, qboolean ceiling )
{
vec3_t refNormal = { 0.0f, 0.0f, 1.0f };
@@ -4869,13 +4942,13 @@ int BG_GetValueOfHuman( playerState_t *ps )
for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
{
- if( BG_gotItem( i, ps->stats ) )
+ if( BG_InventoryContainsUpgrade( i, ps->stats ) )
worth += BG_FindPriceForUpgrade( i );
}
for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ )
{
- if( BG_gotWeapon( i, ps->stats ) )
+ if( BG_InventoryContainsWeapon( i, ps->stats ) )
worth += BG_FindPriceForWeapon( i );
}
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c
index ebfe0b15..9c29b96b 100644
--- a/src/game/bg_pmove.c
+++ b/src/game/bg_pmove.c
@@ -374,8 +374,8 @@ static float PM_CmdScale( usercmd_t *cmd )
if( pm->ps->stats[ STAT_STATE ] & SS_CREEPSLOWED )
{
- if( BG_gotItem( UP_LIGHTARMOUR, pm->ps->stats ) ||
- BG_gotItem( UP_BATTLESUIT, pm->ps->stats ) )
+ if( BG_InventoryContainsUpgrade( UP_LIGHTARMOUR, pm->ps->stats ) ||
+ BG_InventoryContainsUpgrade( UP_BATTLESUIT, pm->ps->stats ) )
modifier *= CREEP_ARMOUR_MODIFIER;
else
modifier *= CREEP_MODIFIER;
@@ -2572,7 +2572,7 @@ static void PM_BeginWeaponChange( int weapon )
if( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS )
return;
- if( !BG_gotWeapon( weapon, pm->ps->stats ) && weapon != WP_NONE )
+ if( !BG_InventoryContainsWeapon( weapon, pm->ps->stats ) && weapon != WP_NONE )
return;
if( pm->ps->weaponstate == WEAPON_DROPPING )
@@ -2603,7 +2603,7 @@ static void PM_FinishWeaponChange( void )
if( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS )
weapon = WP_NONE;
- if( !BG_gotWeapon( weapon, pm->ps->stats ) )
+ if( !BG_InventoryContainsWeapon( weapon, pm->ps->stats ) )
weapon = WP_NONE;
pm->ps->weapon = weapon;
@@ -2690,12 +2690,12 @@ static void PM_Weapon( void )
else if( pm->cmd.weapon > 32 )
{
//if trying to toggle an upgrade, toggle it
- if( BG_gotItem( pm->cmd.weapon - 32, pm->ps->stats ) ) //sanity check
+ if( BG_InventoryContainsUpgrade( pm->cmd.weapon - 32, pm->ps->stats ) ) //sanity check
{
- if( BG_activated( pm->cmd.weapon - 32, pm->ps->stats ) )
- BG_deactivateItem( pm->cmd.weapon - 32, pm->ps->stats );
+ if( BG_UpgradeIsActive( pm->cmd.weapon - 32, pm->ps->stats ) )
+ BG_DeactivateUpgrade( pm->cmd.weapon - 32, pm->ps->stats );
else
- BG_activateItem( pm->cmd.weapon - 32, pm->ps->stats );
+ BG_ActivateUpgrade( pm->cmd.weapon - 32, pm->ps->stats );
}
}
pm->ps->pm_flags |= PMF_USE_ITEM_HELD;
@@ -2734,7 +2734,7 @@ static void PM_Weapon( void )
// start the animation even if out of ammo
- BG_unpackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, &ammo, &clips, &maxclips );
+ BG_UnpackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, &ammo, &clips, &maxclips );
// check for out of ammo
if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( pm->ps->weapon ) )
@@ -2754,10 +2754,10 @@ static void PM_Weapon( void )
}
if( BG_FindUsesEnergyForWeapon( pm->ps->weapon ) &&
- BG_gotItem( UP_BATTPACK, pm->ps->stats ) )
+ BG_InventoryContainsUpgrade( UP_BATTPACK, pm->ps->stats ) )
ammo = (int)( (float)ammo * BATTPACK_MODIFIER );
- BG_packAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips, maxclips );
+ BG_PackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips, maxclips );
//allow some time for the weapon to be raised
pm->ps->weaponstate = WEAPON_RAISING;
@@ -2980,13 +2980,13 @@ static void PM_Weapon( void )
else
ammo--;
- BG_packAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips, maxclips );
+ BG_PackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips, maxclips );
}
else if( pm->ps->weapon == WP_DRAGOON_UPG && attack3 )
{
//special case for slowblob
ammo--;
- BG_packAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips, maxclips );
+ BG_PackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips, maxclips );
}
//FIXME: predicted angles miss a problem??
@@ -3125,7 +3125,7 @@ void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd )
AnglesToAxis( tempang, axis );
if( !( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) ||
- !BG_rotateAxis( ps->grapplePoint, axis, rotaxis, qfalse,
+ !BG_RotateAxis( ps->grapplePoint, axis, rotaxis, qfalse,
ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) )
AxisCopy( axis, rotaxis );
@@ -3147,7 +3147,7 @@ void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd )
ps->viewangles[ i ] = tempang[ i ];
//pull the view into the lock point
- if( ps->pm_type == PM_GRABBED && !BG_gotItem( UP_BATTLESUIT, ps->stats ) )
+ if( ps->pm_type == PM_GRABBED && !BG_InventoryContainsUpgrade( UP_BATTLESUIT, ps->stats ) )
{
vec3_t dir, angles;
@@ -3191,7 +3191,7 @@ void PmoveSingle( pmove_t *pmove )
pm = pmove;
- BG_unpackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, &ammo, &clips, &maxclips );
+ BG_UnpackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, &ammo, &clips, &maxclips );
// this counter lets us debug movement problems with a journal
// by setting a conditional breakpoint fot the previous frame
diff --git a/src/game/bg_public.h b/src/game/bg_public.h
index 3755c559..d3a79fa7 100644
--- a/src/game/bg_public.h
+++ b/src/game/bg_public.h
@@ -1063,18 +1063,18 @@ typedef struct
//TA:
-void BG_unpackAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int *quan, int *clips, int *maxclips );
-void BG_packAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int quan, int clips, int maxclips );
-void BG_packWeapon( int weapon, int stats[ ] );
-void BG_removeWeapon( int weapon, int stats[ ] );
-qboolean BG_gotWeapon( int weapon, int stats[ ] );
-void BG_packItem( int item, int stats[ ] );
-void BG_removeItem( int item, int stats[ ] );
-qboolean BG_gotItem( int item, int stats[ ] );
-void BG_activateItem( int item, int stats[ ] );
-void BG_deactivateItem( int item, int stats[ ] );
-qboolean BG_activated( int item, int stats[ ] );
-qboolean BG_rotateAxis( vec3_t surfNormal, vec3_t inAxis[ 3 ],
+void BG_UnpackAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int *quan, int *clips, int *maxclips );
+void BG_PackAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int quan, int clips, int maxclips );
+void BG_AddWeaponToInventory( int weapon, int stats[ ] );
+void BG_RemoveWeaponFromInventory( int weapon, int stats[ ] );
+qboolean BG_InventoryContainsWeapon( int weapon, int stats[ ] );
+void BG_AddUpgradeToInventory( int item, int stats[ ] );
+void BG_RemoveUpgradeFromInventory( int item, int stats[ ] );
+qboolean BG_InventoryContainsUpgrade( int item, int stats[ ] );
+void BG_ActivateUpgrade( int item, int stats[ ] );
+void BG_DeactivateUpgrade( int item, int stats[ ] );
+qboolean BG_UpgradeIsActive( int item, int stats[ ] );
+qboolean BG_RotateAxis( vec3_t surfNormal, vec3_t inAxis[ 3 ],
vec3_t outAxis[ 3 ], qboolean inverse, qboolean ceiling );
void BG_PositionBuildableRelativeToPlayer( const playerState_t *ps,
const vec3_t mins, const vec3_t maxs,
diff --git a/src/game/g_active.c b/src/game/g_active.c
index f056d4c2..44014ab9 100644
--- a/src/game/g_active.c
+++ b/src/game/g_active.c
@@ -472,13 +472,13 @@ void ClientTimerActions( gentity_t *ent, int msec )
if( aForward <= 64 )
client->ps.stats[ STAT_STATE ] &= ~SS_SPEEDBOOST;
- if( BG_gotItem( UP_JETPACK, client->ps.stats ) && BG_activated( UP_JETPACK, client->ps.stats ) )
+ if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) && BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) )
client->ps.stats[ STAT_STATE ] &= ~SS_SPEEDBOOST;
if( ( client->ps.stats[ STAT_STATE ] & SS_SPEEDBOOST ) && ucmd->upmove >= 0 )
{
//subtract stamina
- if( BG_gotItem( UP_LIGHTARMOUR, client->ps.stats ) )
+ if( BG_InventoryContainsUpgrade( UP_LIGHTARMOUR, client->ps.stats ) )
client->ps.stats[ STAT_STAMINA ] -= STAMINA_LARMOUR_TAKE;
else
client->ps.stats[ STAT_STAMINA ] -= STAMINA_SPRINT_TAKE;
@@ -575,7 +575,7 @@ void ClientTimerActions( gentity_t *ent, int msec )
{
int ammo;
- BG_unpackAmmoArray( WP_LUCIFER_CANNON, client->ps.ammo, client->ps.powerups, &ammo, NULL, NULL );
+ BG_UnpackAmmoArray( WP_LUCIFER_CANNON, client->ps.ammo, client->ps.powerups, &ammo, NULL, NULL );
if( client->ps.stats[ STAT_MISC ] < LCANNON_TOTAL_CHARGE && ucmd->buttons & BUTTON_ATTACK )
client->ps.stats[ STAT_MISC ] += ( 100.0f / LCANNON_CHARGE_TIME ) * LCANNON_TOTAL_CHARGE;
@@ -692,12 +692,12 @@ void ClientTimerActions( gentity_t *ent, int msec )
int ammo, maxAmmo;
BG_FindAmmoForWeapon( WP_DRAGOON_UPG, &maxAmmo, NULL, NULL );
- BG_unpackAmmoArray( WP_DRAGOON_UPG, client->ps.ammo, client->ps.powerups, &ammo, NULL, NULL );
+ BG_UnpackAmmoArray( WP_DRAGOON_UPG, client->ps.ammo, client->ps.powerups, &ammo, NULL, NULL );
if( ammo < maxAmmo )
{
ammo++;
- BG_packAmmoArray( WP_DRAGOON_UPG, client->ps.ammo, client->ps.powerups, ammo, 0, 0 );
+ BG_PackAmmoArray( WP_DRAGOON_UPG, client->ps.ammo, client->ps.powerups, ammo, 0, 0 );
}
}
}
@@ -983,7 +983,7 @@ void ClientThink_real( gentity_t *ent )
else if( client->ps.stats[ STAT_STATE ] & SS_BLOBLOCKED ||
client->ps.stats[ STAT_STATE ] & SS_GRABBED )
client->ps.pm_type = PM_GRABBED;
- else if( BG_gotItem( UP_JETPACK, client->ps.stats ) && BG_activated( UP_JETPACK, client->ps.stats ) )
+ else if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) && BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) )
client->ps.pm_type = PM_JETPACK;
else
client->ps.pm_type = PM_NORMAL;
@@ -1016,13 +1016,13 @@ void ClientThink_real( gentity_t *ent )
client->ps.gravity = g_gravity.value;
- if( BG_gotItem( UP_ANTITOXIN, client->ps.stats ) &&
- BG_activated( UP_ANTITOXIN, client->ps.stats ) )
+ if( BG_InventoryContainsUpgrade( UP_ANTITOXIN, client->ps.stats ) &&
+ BG_UpgradeIsActive( UP_ANTITOXIN, client->ps.stats ) )
{
if( client->ps.stats[ STAT_STATE ] & SS_POISONED )
{
//remove anti toxin
- BG_removeItem( UP_ANTITOXIN, client->ps.stats );
+ BG_RemoveUpgradeFromInventory( UP_ANTITOXIN, client->ps.stats );
client->ps.stats[ STAT_STATE ] &= ~SS_POISONED;
}
@@ -1044,8 +1044,8 @@ void ClientThink_real( gentity_t *ent )
client->ps.stats[ STAT_STATE ] &= ~SS_CREEPSLOWED;
//randomly disable the jet pack if damaged
- if( BG_gotItem( UP_JETPACK, client->ps.stats ) &&
- BG_activated( UP_JETPACK, client->ps.stats ) )
+ if( BG_InventoryContainsUpgrade( UP_JETPACK, client->ps.stats ) &&
+ BG_UpgradeIsActive( UP_JETPACK, client->ps.stats ) )
{
if( client->lastDamageTime + JETPACK_DISABLE_TIME > level.time )
{
@@ -1055,7 +1055,7 @@ void ClientThink_real( gentity_t *ent )
//switch jetpack off if no reactor
if( !level.reactorPresent )
- BG_deactivateItem( UP_JETPACK, client->ps.stats );
+ BG_DeactivateUpgrade( UP_JETPACK, client->ps.stats );
}
// set up for pmove
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index fd0a5b49..38c493c8 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -1239,7 +1239,7 @@ void ABooster_Touch( gentity_t *self, gentity_t *other, trace_t *trace )
//restore ammo, if any
BG_FindAmmoForWeapon( client->ps.weapon, &ammo, &clips, &maxClips );
- BG_packAmmoArray( client->ps.weapon, client->ps.ammo, client->ps.powerups, ammo, clips, maxClips );
+ BG_PackAmmoArray( client->ps.weapon, client->ps.ammo, client->ps.powerups, ammo, clips, maxClips );
if( !( client->ps.stats[ STAT_STATE ] & SS_BOOSTED ) )
{
@@ -1474,10 +1474,10 @@ void HRpt_Use( gentity_t *self, gentity_t *other, gentity_t *activator )
BG_FindAmmoForWeapon( weapon, &maxAmmo, NULL, &maxClips );
- if( BG_gotItem( UP_BATTPACK, ps->stats ) )
+ if( BG_InventoryContainsUpgrade( UP_BATTPACK, ps->stats ) )
maxAmmo = (int)( (float)maxAmmo * BATTPACK_MODIFIER );
- BG_packAmmoArray( weapon, ps->ammo, ps->powerups, maxAmmo, maxClips, maxClips );
+ BG_PackAmmoArray( weapon, ps->ammo, ps->powerups, maxAmmo, maxClips, maxClips );
G_AddEvent( activator, EV_RPTUSE_SOUND, 0 );
activator->client->lastRefilTime = level.time;
diff --git a/src/game/g_client.c b/src/game/g_client.c
index da2f3d25..441b2266 100644
--- a/src/game/g_client.c
+++ b/src/game/g_client.c
@@ -996,7 +996,7 @@ void ClientUserinfoChanged( int clientNum )
client->pers.maxHealth = 0;
// set model
- if( client->ps.stats[ STAT_PCLASS ] == PCL_H_BASE && BG_gotItem( UP_BATTLESUIT, client->ps.stats ) )
+ if( client->ps.stats[ STAT_PCLASS ] == PCL_H_BASE && BG_InventoryContainsUpgrade( UP_BATTLESUIT, client->ps.stats ) )
{
Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_FindModelNameForClass( PCL_H_BSUIT ),
BG_FindSkinNameForClass( PCL_H_BSUIT ) );
@@ -1365,7 +1365,7 @@ void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles
// clear entity values
if( ent->client->pers.classSelection == PCL_H_BASE )
{
- BG_packWeapon( WP_BLASTER, client->ps.stats );
+ BG_AddWeaponToInventory( WP_BLASTER, client->ps.stats );
weapon = client->pers.humanItemSelection;
}
else if( client->sess.sessionTeam != TEAM_SPECTATOR )
@@ -1374,8 +1374,8 @@ void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles
weapon = WP_NONE;
BG_FindAmmoForWeapon( weapon, &ammo, &clips, &maxClips );
- BG_packWeapon( weapon, client->ps.stats );
- BG_packAmmoArray( weapon, client->ps.ammo, client->ps.powerups, ammo, clips, maxClips );
+ BG_AddWeaponToInventory( weapon, client->ps.stats );
+ BG_PackAmmoArray( weapon, client->ps.ammo, client->ps.powerups, ammo, clips, maxClips );
ent->client->ps.stats[ STAT_PCLASS ] = ent->client->pers.classSelection;
ent->client->ps.stats[ STAT_PTEAM ] = ent->client->pers.teamSelection;
@@ -1467,7 +1467,7 @@ void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles
for( i = WP_NUM_WEAPONS - 1; i > 0 ; i-- )
{
- if( BG_gotWeapon( i, client->ps.stats ) )
+ if( BG_InventoryContainsWeapon( i, client->ps.stats ) )
{
client->ps.weapon = i;
break;
diff --git a/src/game/g_cmds.c b/src/game/g_cmds.c
index c1d492b5..3dd7c672 100644
--- a/src/game/g_cmds.c
+++ b/src/game/g_cmds.c
@@ -260,7 +260,7 @@ void Cmd_Give_f( gentity_t *ent )
if( give_all || Q_stricmp( name, "weapons" ) == 0 )
{
- BG_packWeapon( ( 1 << WP_NUM_WEAPONS ) - 1 - ( 1 << WP_NONE ), ent->client->ps.stats );
+ BG_AddWeaponToInventory( ( 1 << WP_NUM_WEAPONS ) - 1 - ( 1 << WP_NONE ), ent->client->ps.stats );
if( !give_all )
return;
@@ -269,7 +269,7 @@ void Cmd_Give_f( gentity_t *ent )
if( give_all || Q_stricmp( name, "ammo" ) == 0 )
{
for( i = 0; i < MAX_WEAPONS; i++ )
- BG_packAmmoArray( i, ent->client->ps.ammo, ent->client->ps.powerups, 999, 0, 0 );
+ BG_PackAmmoArray( i, ent->client->ps.ammo, ent->client->ps.powerups, 999, 0, 0 );
if( !give_all )
return;
@@ -1343,9 +1343,9 @@ void Cmd_ActivateItem_f( gentity_t *ent )
if( ent->client->pers.teamSelection != PTE_HUMANS )
return;
- if( upgrade != UP_NONE && BG_gotItem( upgrade, ent->client->ps.stats ) )
- BG_activateItem( upgrade, ent->client->ps.stats );
- else if( weapon != WP_NONE && BG_gotWeapon( weapon, ent->client->ps.stats ) )
+ if( upgrade != UP_NONE && BG_InventoryContainsUpgrade( upgrade, ent->client->ps.stats ) )
+ BG_ActivateUpgrade( upgrade, ent->client->ps.stats );
+ else if( weapon != WP_NONE && BG_InventoryContainsWeapon( weapon, ent->client->ps.stats ) )
{
//force a weapon change
ent->client->ps.pm_flags |= PMF_WEAPON_SWITCH;
@@ -1374,8 +1374,8 @@ void Cmd_DeActivateItem_f( gentity_t *ent )
if( ent->client->pers.teamSelection != PTE_HUMANS )
return;
- if( BG_gotItem( upgrade, ent->client->ps.stats ) )
- BG_deactivateItem( upgrade, ent->client->ps.stats );
+ if( BG_InventoryContainsUpgrade( upgrade, ent->client->ps.stats ) )
+ BG_DeactivateUpgrade( upgrade, ent->client->ps.stats );
else
trap_SendServerCommand( ent-g_entities, va( "print \"You don't have the %s\n\"", s ) );
}
@@ -1413,7 +1413,7 @@ void Cmd_ToggleItem_f( gentity_t *ent )
if( i == WP_BLASTER )
continue;
- if( BG_gotWeapon( i, ent->client->ps.stats ) )
+ if( BG_InventoryContainsWeapon( i, ent->client->ps.stats ) )
{
weapon = i;
break;
@@ -1428,12 +1428,12 @@ void Cmd_ToggleItem_f( gentity_t *ent )
ent->client->ps.pm_flags |= PMF_WEAPON_SWITCH;
trap_SendServerCommand( ent-g_entities, va( "weaponswitch %d", weapon ) );
}
- else if( BG_gotItem( upgrade, ent->client->ps.stats ) )
+ else if( BG_InventoryContainsUpgrade( upgrade, ent->client->ps.stats ) )
{
- if( BG_activated( upgrade, ent->client->ps.stats ) )
- BG_deactivateItem( upgrade, ent->client->ps.stats );
+ if( BG_UpgradeIsActive( upgrade, ent->client->ps.stats ) )
+ BG_DeactivateUpgrade( upgrade, ent->client->ps.stats );
else
- BG_activateItem( upgrade, ent->client->ps.stats );
+ BG_ActivateUpgrade( upgrade, ent->client->ps.stats );
}
else
trap_SendServerCommand( ent-g_entities, va( "print \"You don't have the %s\n\"", s ) );
@@ -1454,13 +1454,13 @@ void Cmd_Buy_f( gentity_t *ent )
for( i = UP_NONE; i < UP_NUM_UPGRADES; i++ )
{
- if( BG_gotItem( i, ent->client->ps.stats ) )
+ if( BG_InventoryContainsUpgrade( i, ent->client->ps.stats ) )
numItems++;
}
for( i = WP_NONE; i < WP_NUM_WEAPONS; i++ )
{
- if( BG_gotWeapon( i, ent->client->ps.stats ) )
+ if( BG_InventoryContainsWeapon( i, ent->client->ps.stats ) )
numItems++;
}
@@ -1494,7 +1494,7 @@ void Cmd_Buy_f( gentity_t *ent )
if( weapon != WP_NONE )
{
//already got this?
- if( BG_gotWeapon( weapon, ent->client->ps.stats ) )
+ if( BG_InventoryContainsWeapon( weapon, ent->client->ps.stats ) )
{
G_TriggerMenu( ent->client->ps.clientNum, MN_H_ITEMHELD );
return;
@@ -1542,14 +1542,14 @@ void Cmd_Buy_f( gentity_t *ent )
}
//add to inventory
- BG_packWeapon( weapon, ent->client->ps.stats );
+ BG_AddWeaponToInventory( weapon, ent->client->ps.stats );
BG_FindAmmoForWeapon( weapon, &quan, &clips, &maxClips );
if( BG_FindUsesEnergyForWeapon( weapon ) &&
- BG_gotItem( UP_BATTPACK, ent->client->ps.stats ) )
+ BG_InventoryContainsUpgrade( UP_BATTPACK, ent->client->ps.stats ) )
quan = (int)( (float)quan * BATTPACK_MODIFIER );
- BG_packAmmoArray( weapon, ent->client->ps.ammo, ent->client->ps.powerups,
+ BG_PackAmmoArray( weapon, ent->client->ps.ammo, ent->client->ps.powerups,
quan, clips, maxClips );
//force a weapon change
@@ -1567,7 +1567,7 @@ void Cmd_Buy_f( gentity_t *ent )
weapon_t weaponAmmo;
//already got this?
- if( BG_gotItem( upgrade, ent->client->ps.stats ) )
+ if( BG_InventoryContainsUpgrade( upgrade, ent->client->ps.stats ) )
{
G_TriggerMenu( ent->client->ps.clientNum, MN_H_ITEMHELD );
return;
@@ -1618,7 +1618,7 @@ void Cmd_Buy_f( gentity_t *ent )
else
weaponType = !BG_FindUsesEnergyForWeapon( i );
- if( BG_gotWeapon( i, ent->client->ps.stats ) &&
+ if( BG_InventoryContainsWeapon( i, ent->client->ps.stats ) &&
weaponType &&
!BG_FindInfinteAmmoForWeapon( i ) )
{
@@ -1629,11 +1629,11 @@ void Cmd_Buy_f( gentity_t *ent )
G_AddEvent( ent, EV_RPTUSE_SOUND, 0 );
ent->client->lastRefilTime = level.time;
- if( BG_gotItem( UP_BATTPACK, ent->client->ps.stats ) )
+ if( BG_InventoryContainsUpgrade( UP_BATTPACK, ent->client->ps.stats ) )
quan = (int)( (float)quan * BATTPACK_MODIFIER );
}
- BG_packAmmoArray( i, ent->client->ps.ammo, ent->client->ps.powerups,
+ BG_PackAmmoArray( i, ent->client->ps.ammo, ent->client->ps.powerups,
quan, clips, maxClips );
}
}
@@ -1641,7 +1641,7 @@ void Cmd_Buy_f( gentity_t *ent )
else
{
//add to inventory
- BG_packItem( upgrade, ent->client->ps.stats );
+ BG_AddUpgradeToInventory( upgrade, ent->client->ps.stats );
}
//subtract from funds
@@ -1708,7 +1708,7 @@ void Cmd_Sell_f( gentity_t *ent )
}
//remove weapon if carried
- if( BG_gotWeapon( weapon, ent->client->ps.stats ) )
+ if( BG_InventoryContainsWeapon( weapon, ent->client->ps.stats ) )
{
//guard against selling the HBUILD weapons exploit
if( ( weapon == WP_HBUILD || weapon == WP_HBUILD2 ) &&
@@ -1718,7 +1718,7 @@ void Cmd_Sell_f( gentity_t *ent )
return;
}
- BG_removeWeapon( weapon, ent->client->ps.stats );
+ BG_RemoveWeaponFromInventory( weapon, ent->client->ps.stats );
//add to funds
G_AddCreditToClient( ent->client, (short)BG_FindPriceForWeapon( weapon ) );
@@ -1735,9 +1735,9 @@ void Cmd_Sell_f( gentity_t *ent )
else if( upgrade != UP_NONE )
{
//remove upgrade if carried
- if( BG_gotItem( upgrade, ent->client->ps.stats ) )
+ if( BG_InventoryContainsUpgrade( upgrade, ent->client->ps.stats ) )
{
- BG_removeItem( upgrade, ent->client->ps.stats );
+ BG_RemoveUpgradeFromInventory( upgrade, ent->client->ps.stats );
if( upgrade == UP_BATTPACK )
{
@@ -1746,11 +1746,11 @@ void Cmd_Sell_f( gentity_t *ent )
//remove energy
for( j = WP_NONE; j < WP_NUM_WEAPONS; j++ )
{
- if( BG_gotWeapon( j, ent->client->ps.stats ) &&
+ if( BG_InventoryContainsWeapon( j, ent->client->ps.stats ) &&
BG_FindUsesEnergyForWeapon( j ) &&
!BG_FindInfinteAmmoForWeapon( j ) )
{
- BG_packAmmoArray( j, ent->client->ps.ammo, ent->client->ps.powerups, 0, 0, 0 );
+ BG_PackAmmoArray( j, ent->client->ps.ammo, ent->client->ps.powerups, 0, 0, 0 );
}
}
}
@@ -1767,9 +1767,9 @@ void Cmd_Sell_f( gentity_t *ent )
{
for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ )
{
- if( BG_gotWeapon( i, ent->client->ps.stats ) && i != WP_BLASTER )
+ if( BG_InventoryContainsWeapon( i, ent->client->ps.stats ) && i != WP_BLASTER )
{
- BG_removeWeapon( i, ent->client->ps.stats );
+ BG_RemoveWeaponFromInventory( i, ent->client->ps.stats );
//add to funds
G_AddCreditToClient( ent->client, (short)BG_FindPriceForWeapon( i ) );
@@ -1789,9 +1789,9 @@ void Cmd_Sell_f( gentity_t *ent )
for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
{
//remove upgrade if carried
- if( BG_gotItem( i, ent->client->ps.stats ) )
+ if( BG_InventoryContainsUpgrade( i, ent->client->ps.stats ) )
{
- BG_removeItem( i, ent->client->ps.stats );
+ BG_RemoveUpgradeFromInventory( i, ent->client->ps.stats );
if( i == UP_BATTPACK )
{
@@ -1800,11 +1800,11 @@ void Cmd_Sell_f( gentity_t *ent )
//remove energy
for( j = WP_NONE; j < WP_NUM_WEAPONS; j++ )
{
- if( BG_gotWeapon( j, ent->client->ps.stats ) &&
+ if( BG_InventoryContainsWeapon( j, ent->client->ps.stats ) &&
BG_FindUsesEnergyForWeapon( j ) &&
!BG_FindInfinteAmmoForWeapon( j ) )
{
- BG_packAmmoArray( j, ent->client->ps.ammo, ent->client->ps.powerups, 0, 0, 0 );
+ BG_PackAmmoArray( j, ent->client->ps.ammo, ent->client->ps.powerups, 0, 0, 0 );
}
}
}
@@ -1945,8 +1945,8 @@ Cmd_Boost_f
*/
void Cmd_Boost_f( gentity_t *ent )
{
- if( BG_gotItem( UP_JETPACK, ent->client->ps.stats ) &&
- BG_activated( UP_JETPACK, ent->client->ps.stats ) )
+ if( BG_InventoryContainsUpgrade( UP_JETPACK, ent->client->ps.stats ) &&
+ BG_UpgradeIsActive( UP_JETPACK, ent->client->ps.stats ) )
return;
if( ent->client->pers.cmd.buttons & BUTTON_WALKING )
diff --git a/src/game/g_combat.c b/src/game/g_combat.c
index 13a5739e..160bac49 100644
--- a/src/game/g_combat.c
+++ b/src/game/g_combat.c
@@ -197,7 +197,7 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
//TA: deactivate all upgrades
for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
- BG_deactivateItem( i, self->client->ps.stats );
+ BG_DeactivateUpgrade( i, self->client->ps.stats );
// broadcast the death event to everyone
ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
@@ -764,7 +764,7 @@ static float G_CalcDamageModifier( vec3_t point, gentity_t *targ, gentity_t *att
for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
{
- if( BG_gotItem( i, targ->client->ps.stats ) )
+ if( BG_InventoryContainsUpgrade( i, targ->client->ps.stats ) )
{
for( j = 0; j < g_numArmourRegions[ i ]; j++ )
{
@@ -1066,7 +1066,7 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
if( attacker->client && attacker->client->ps.stats[ STAT_STATE ] & SS_BOOSTED )
{
if( !( targ->client->ps.stats[ STAT_STATE ] & SS_POISONED ) &&
- !BG_gotItem( UP_BATTLESUIT, targ->client->ps.stats ) &&
+ !BG_InventoryContainsUpgrade( UP_BATTLESUIT, targ->client->ps.stats ) &&
mod != MOD_CHIMERA_ZAP )
{
targ->client->ps.stats[ STAT_STATE ] |= SS_POISONED;
diff --git a/src/game/g_trigger.c b/src/game/g_trigger.c
index 01279cd6..c3edef8d 100644
--- a/src/game/g_trigger.c
+++ b/src/game/g_trigger.c
@@ -825,7 +825,7 @@ void trigger_equipment_trigger( gentity_t *self, gentity_t *activator )
//otherwise check against the lists
for( i = 0; self->wTriggers[ i ] != WP_NONE; i++ )
{
- if( BG_gotWeapon( self->wTriggers[ i ], activator->client->ps.stats ) )
+ if( BG_InventoryContainsWeapon( self->wTriggers[ i ], activator->client->ps.stats ) )
{
G_UseTargets( self, activator );
return;
@@ -834,7 +834,7 @@ void trigger_equipment_trigger( gentity_t *self, gentity_t *activator )
for( i = 0; self->uTriggers[ i ] != UP_NONE; i++ )
{
- if( BG_gotItem( self->uTriggers[ i ], activator->client->ps.stats ) )
+ if( BG_InventoryContainsUpgrade( self->uTriggers[ i ], activator->client->ps.stats ) )
{
G_UseTargets( self, activator );
return;
@@ -1092,7 +1092,7 @@ void trigger_ammo_touch( gentity_t *self, gentity_t *other, trace_t *trace )
self->timestamp = level.time + FRAMETIME;
BG_FindAmmoForWeapon( other->client->ps.weapon, &maxAmmo, NULL, NULL );
- BG_unpackAmmoArray( other->client->ps.weapon, other->client->ps.ammo, other->client->ps.powerups,
+ BG_UnpackAmmoArray( other->client->ps.weapon, other->client->ps.ammo, other->client->ps.powerups,
&ammo, &clips, &maxClips );
if( ( ammo + self->damage ) > maxAmmo )
@@ -1108,7 +1108,7 @@ void trigger_ammo_touch( gentity_t *self, gentity_t *other, trace_t *trace )
else
ammo += self->damage;
- BG_packAmmoArray( other->client->ps.weapon, other->client->ps.ammo, other->client->ps.powerups,
+ BG_PackAmmoArray( other->client->ps.weapon, other->client->ps.ammo, other->client->ps.powerups,
ammo, clips, maxClips );
}
diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c
index 59f513a0..26454f59 100644
--- a/src/game/g_weapon.c
+++ b/src/game/g_weapon.c
@@ -805,10 +805,10 @@ void poisonCloud( gentity_t *ent )
if( humanPlayer->client && humanPlayer->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
{
- if( BG_gotItem( UP_LIGHTARMOUR, humanPlayer->client->ps.stats ) )
+ if( BG_InventoryContainsUpgrade( UP_LIGHTARMOUR, humanPlayer->client->ps.stats ) )
continue;
- if( BG_gotItem( UP_BATTLESUIT, humanPlayer->client->ps.stats ) )
+ if( BG_InventoryContainsUpgrade( UP_BATTLESUIT, humanPlayer->client->ps.stats ) )
continue;
trap_Trace( &tr, muzzle, NULL, NULL, humanPlayer->s.origin, humanPlayer->s.number, MASK_SHOT );