diff options
Diffstat (limited to 'src/cgame/cg_view.c')
-rw-r--r-- | src/cgame/cg_view.c | 20 |
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 ); |