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Diffstat (limited to 'src/cgame/cg_buildable.c')
-rw-r--r--src/cgame/cg_buildable.c24
1 files changed, 12 insertions, 12 deletions
diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c
index 7b20b8b8..ae0ed17e 100644
--- a/src/cgame/cg_buildable.c
+++ b/src/cgame/cg_buildable.c
@@ -373,7 +373,7 @@ void CG_InitBuildables( void )
else
{
//file doesn't exist - use default
- if( BG_FindTeamForBuildable( i ) == BIT_ALIENS )
+ if( BG_FindTeamForBuildable( i ) == TEAM_ALIENS )
cg_buildables[ i ].sounds[ j ].sound = defaultAlienSounds[ j ];
else
cg_buildables[ i ].sounds[ j ].sound = defaultHumanSounds[ j ];
@@ -629,14 +629,14 @@ CG_BuildableParticleEffects
static void CG_BuildableParticleEffects( centity_t *cent )
{
entityState_t *es = &cent->currentState;
- buildableTeam_t team = BG_FindTeamForBuildable( es->modelindex );
+ team_t team = BG_FindTeamForBuildable( es->modelindex );
int health = es->generic1 & B_HEALTH_MASK;
float healthFrac = (float)health / B_HEALTH_MASK;
if( !( es->eFlags & EF_B_SPAWNED ) )
return;
- if( team == BIT_HUMANS )
+ if( team == TEAM_HUMANS )
{
if( healthFrac < 0.33f && !CG_IsParticleSystemValid( &cent->buildablePS ) )
{
@@ -651,7 +651,7 @@ static void CG_BuildableParticleEffects( centity_t *cent )
else if( healthFrac >= 0.33f && CG_IsParticleSystemValid( &cent->buildablePS ) )
CG_DestroyParticleSystem( &cent->buildablePS );
}
- else if( team == BIT_ALIENS )
+ else if( team == TEAM_ALIENS )
{
if( healthFrac < 0.33f && !CG_IsParticleSystemValid( &cent->buildablePS ) )
{
@@ -838,7 +838,7 @@ static void CG_BuildableStatusDisplay( centity_t *cent )
entityState_t *hit;
int anim;
- if( BG_FindTeamForBuildable( es->modelindex ) == BIT_ALIENS )
+ if( BG_FindTeamForBuildable( es->modelindex ) == TEAM_ALIENS )
bs = &cgs.alienBuildStat;
else
bs = &cgs.humanBuildStat;
@@ -916,7 +916,7 @@ static void CG_BuildableStatusDisplay( centity_t *cent )
}
// hack to make the kit obscure view
if( cg_drawGun.integer && visible &&
- cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_HUMANS &&
+ cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_HUMANS &&
CG_WorldToScreen( origin, &x, &y ) )
{
if( x > 450 && y > 290 )
@@ -1188,13 +1188,13 @@ void CG_Buildable( centity_t *cent )
vec3_t surfNormal, xNormal, mins, maxs;
vec3_t refNormal = { 0.0f, 0.0f, 1.0f };
float rotAngle;
- buildableTeam_t team = BG_FindTeamForBuildable( es->modelindex );
+ team_t team = BG_FindTeamForBuildable( es->modelindex );
float scale;
int health;
float healthScale;
//must be before EF_NODRAW check
- if( team == BIT_ALIENS )
+ if( team == TEAM_ALIENS )
CG_Creep( cent );
// if set to invisible, skip
@@ -1256,12 +1256,12 @@ void CG_Buildable( centity_t *cent )
{
sfxHandle_t prebuildSound = cgs.media.humanBuildablePrebuild;
- if( team == BIT_HUMANS )
+ if( team == TEAM_HUMANS )
{
ent.customShader = cgs.media.humanSpawningShader;
prebuildSound = cgs.media.humanBuildablePrebuild;
}
- else if( team == BIT_ALIENS )
+ else if( team == TEAM_ALIENS )
prebuildSound = cgs.media.alienBuildablePrebuild;
trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin, prebuildSound );
@@ -1415,12 +1415,12 @@ void CG_Buildable( centity_t *cent )
{
if( cent->lastBuildableDamageSoundTime + BUILDABLE_SOUND_PERIOD < cg.time )
{
- if( team == BIT_HUMANS )
+ if( team == TEAM_HUMANS )
{
int i = rand( ) % 4;
trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.humanBuildableDamage[ i ] );
}
- else if( team == BIT_ALIENS )
+ else if( team == TEAM_ALIENS )
trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.alienBuildableDamage );
cent->lastBuildableDamageSoundTime = cg.time;