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Diffstat (limited to 'src/cgame/cg_draw.c')
-rw-r--r--src/cgame/cg_draw.c16
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 )