diff options
Diffstat (limited to 'src/cgame/cg_buildable.c')
-rw-r--r-- | src/cgame/cg_buildable.c | 24 |
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 = ¢->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( ¢->buildablePS ) ) { @@ -651,7 +651,7 @@ static void CG_BuildableParticleEffects( centity_t *cent ) else if( healthFrac >= 0.33f && CG_IsParticleSystemValid( ¢->buildablePS ) ) CG_DestroyParticleSystem( ¢->buildablePS ); } - else if( team == BIT_ALIENS ) + else if( team == TEAM_ALIENS ) { if( healthFrac < 0.33f && !CG_IsParticleSystemValid( ¢->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; |