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Diffstat (limited to 'src/cgame/cg_players.c')
-rw-r--r--src/cgame/cg_players.c16
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 = &cent->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;