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Diffstat (limited to 'src/cgame/cg_view.c')
-rw-r--r--src/cgame/cg_view.c20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c
index f18773c0..15b9bc06 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_PCLASS ] );
+ steptime = BG_FindSteptimeForClass( ps->stats[ STAT_CLASS ] );
// smooth out stair climbing
timeDelta = cg.time - cg.stepTime;
@@ -457,10 +457,10 @@ static void CG_OffsetFirstPersonView( void )
// add angles based on bob
// bob amount is class dependant
- if( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR )
+ if( cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT )
bob2 = 0.0f;
else
- bob2 = BG_FindBobForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] );
+ bob2 = BG_FindBobForClass( cg.predictedPlayerState.stats[ STAT_CLASS ] );
#define LEVEL4_FEEDBACK 10.0f
@@ -596,7 +596,7 @@ static void CG_OffsetFirstPersonView( void )
}
// this *feels* more realisitic for humans
- if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_HUMANS &&
+ if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_HUMANS &&
( cg.predictedPlayerState.pm_type == PM_NORMAL ||
cg.predictedPlayerState.pm_type == PM_JETPACK ) )
{
@@ -691,7 +691,7 @@ static int CG_CalcFov( void )
trap_GetUserCmd( cmdNum, &cmd );
if( cg.predictedPlayerState.pm_type == PM_INTERMISSION ||
- ( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) )
+ ( cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT ) )
{
// if in intermission, use a fixed value
fov_x = 90;
@@ -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_PCLASS ] );
+ attribFov = BG_FindFovForClass( cg.predictedPlayerState.stats[ STAT_CLASS ] );
fov_x = attribFov;
if ( fov_x < 1 )
@@ -708,7 +708,7 @@ static int CG_CalcFov( void )
fov_x = 160;
if( cg.spawnTime > ( cg.time - FOVWARPTIME ) &&
- BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], SCA_FOVWARPS ) )
+ BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_CLASS ], SCA_FOVWARPS ) )
{
float temp, temp2;
@@ -1079,16 +1079,16 @@ static int CG_CalcViewValues( void )
VectorCopy( ps->origin, cg.refdef.vieworg );
- if( BG_ClassHasAbility( ps->stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) )
+ if( BG_ClassHasAbility( ps->stats[ STAT_CLASS ], SCA_WALLCLIMBER ) )
CG_smoothWWTransitions( ps, ps->viewangles, cg.refdefViewAngles );
- else if( BG_ClassHasAbility( ps->stats[ STAT_PCLASS ], SCA_WALLJUMPER ) )
+ else if( BG_ClassHasAbility( ps->stats[ STAT_CLASS ], SCA_WALLJUMPER ) )
CG_smoothWJTransitions( ps, ps->viewangles, cg.refdefViewAngles );
else
VectorCopy( ps->viewangles, cg.refdefViewAngles );
//clumsy logic, but it needs to be this way round because the CS propogation
//delay screws things up otherwise
- if( !BG_ClassHasAbility( ps->stats[ STAT_PCLASS ], SCA_WALLJUMPER ) )
+ if( !BG_ClassHasAbility( ps->stats[ STAT_CLASS ], SCA_WALLJUMPER ) )
{
if( !( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) )
VectorSet( cg.lastNormal, 0.0f, 0.0f, 1.0f );