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Diffstat (limited to 'src/cgame/cg_draw.c')
-rw-r--r--src/cgame/cg_draw.c14
1 files changed, 7 insertions, 7 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