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Diffstat (limited to 'src/cgame/cg_view.c')
-rw-r--r--src/cgame/cg_view.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c
index 15b9bc06..7d4693a8 100644
--- a/src/cgame/cg_view.c
+++ b/src/cgame/cg_view.c
@@ -353,7 +353,7 @@ static void CG_StepOffset( void )
BG_GetClientNormal( ps, normal );
- steptime = BG_FindSteptimeForClass( ps->stats[ STAT_CLASS ] );
+ steptime = BG_Class( ps->stats[ STAT_CLASS ] )->steptime;
// smooth out stair climbing
timeDelta = cg.time - cg.stepTime;
@@ -460,7 +460,7 @@ static void CG_OffsetFirstPersonView( void )
if( cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT )
bob2 = 0.0f;
else
- bob2 = BG_FindBobForClass( cg.predictedPlayerState.stats[ STAT_CLASS ] );
+ bob2 = BG_Class( cg.predictedPlayerState.stats[ STAT_CLASS ] )->bob;
#define LEVEL4_FEEDBACK 10.0f
@@ -699,7 +699,7 @@ static int CG_CalcFov( void )
else
{
// don't lock the fov globally - we need to be able to change it
- attribFov = BG_FindFovForClass( cg.predictedPlayerState.stats[ STAT_CLASS ] );
+ attribFov = BG_Class( cg.predictedPlayerState.stats[ STAT_CLASS ] )->fov;
fov_x = attribFov;
if ( fov_x < 1 )
@@ -721,7 +721,7 @@ static int CG_CalcFov( void )
}
// account for zooms
- zoomFov = BG_FindZoomFovForWeapon( cg.predictedPlayerState.weapon );
+ zoomFov = BG_Weapon( cg.predictedPlayerState.weapon )->zoomFov;
if ( zoomFov < 1 )
zoomFov = 1;
else if ( zoomFov > attribFov )
@@ -729,7 +729,7 @@ static int CG_CalcFov( void )
// only do all the zoom stuff if the client CAN zoom
// FIXME: zoom control is currently hard coded to BUTTON_ATTACK2
- if( BG_WeaponCanZoom( cg.predictedPlayerState.weapon ) )
+ if( BG_Weapon( cg.predictedPlayerState.weapon )->canZoom )
{
if ( cg.zoomed )
{