diff options
Diffstat (limited to 'src/cgame/cg_players.c')
-rw-r--r-- | src/cgame/cg_players.c | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c index 9a7be70b..cbbc0277 100644 --- a/src/cgame/cg_players.c +++ b/src/cgame/cg_players.c @@ -628,7 +628,7 @@ static void CG_CopyClientInfoModel( clientInfo_t *from, clientInfo_t *to ) CG_GetCorpseNum ====================== */ -static int CG_GetCorpseNum( pClass_t class ) +static int CG_GetCorpseNum( class_t class ) { int i; clientInfo_t *match; @@ -695,7 +695,7 @@ static qboolean CG_ScanForExistingClientInfo( clientInfo_t *ci ) CG_PrecacheClientInfo ====================== */ -void CG_PrecacheClientInfo( pClass_t class, char *model, char *skin ) +void CG_PrecacheClientInfo( class_t class, char *model, char *skin ) { clientInfo_t *ci; clientInfo_t newInfo; @@ -1600,7 +1600,7 @@ Returns the Z component of the surface being shadowed =============== */ #define SHADOW_DISTANCE 128 -static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane, pClass_t class ) +static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane, class_t class ) { vec3_t end, mins, maxs; trace_t trace; @@ -1667,7 +1667,7 @@ CG_PlayerSplash Draw a mark at the water surface =============== */ -static void CG_PlayerSplash( centity_t *cent, pClass_t class ) +static void CG_PlayerSplash( centity_t *cent, class_t class ) { vec3_t start, end; vec3_t mins, maxs; @@ -1858,7 +1858,7 @@ void CG_Player( centity_t *cent ) qboolean shadow = qfalse; float shadowPlane; entityState_t *es = ¢->currentState; - pClass_t class = ( es->misc >> 8 ) & 0xFF; + class_t class = ( es->misc >> 8 ) & 0xFF; float scale; vec3_t tempAxis[ 3 ], tempAxis2[ 3 ]; vec3_t angles; @@ -2367,16 +2367,16 @@ This is the spurt of blood when a character gets hit */ void CG_Bleed( vec3_t origin, vec3_t normal, int entityNum ) { - pTeam_t team = cgs.clientinfo[ entityNum ].team; + team_t team = cgs.clientinfo[ entityNum ].team; qhandle_t bleedPS; particleSystem_t *ps; if( !cg_blood.integer ) return; - if( team == PTE_ALIENS ) + if( team == TEAM_ALIENS ) bleedPS = cgs.media.alienBleedPS; - else if( team == PTE_HUMANS ) + else if( team == TEAM_HUMANS ) bleedPS = cgs.media.humanBleedPS; else return; |