diff options
Diffstat (limited to 'src/cgame/cg_draw.c')
-rw-r--r-- | src/cgame/cg_draw.c | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c index f5fb5487..9cb1740c 100644 --- a/src/cgame/cg_draw.c +++ b/src/cgame/cg_draw.c @@ -896,7 +896,7 @@ 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 ); if( height > width ) { @@ -981,7 +981,7 @@ 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 ); break; } @@ -1140,7 +1140,7 @@ 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 ); if( value > -1 ) { @@ -1433,7 +1433,7 @@ float CG_GetValue( int ownerDraw ) int value; BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, - &value, NULL, NULL ); + &value, NULL ); return value; } @@ -1444,7 +1444,7 @@ float CG_GetValue( int ownerDraw ) int value; BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, - NULL, &value, NULL ); + NULL, &value ); return value; } @@ -2309,15 +2309,15 @@ CG_DrawWeaponIcon */ void CG_DrawWeaponIcon( rectDef_t *rect, vec4_t color ) { - int ammo, clips, maxAmmo, maxClips; + int ammo, clips, maxAmmo; centity_t *cent; playerState_t *ps; cent = &cg_entities[ cg.snap->ps.clientNum ]; ps = &cg.snap->ps; - BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &ammo, &clips, NULL ); - BG_FindAmmoForWeapon( cent->currentState.weapon, &maxAmmo, &maxClips, NULL ); + BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &ammo, &clips ); + BG_FindAmmoForWeapon( cent->currentState.weapon, &maxAmmo, NULL ); // don't display if dead if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 ) |