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Diffstat (limited to 'src/cgame/cg_weapons.c')
-rw-r--r--src/cgame/cg_weapons.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index d16d2f5f..2fc0d7f7 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -1339,7 +1339,7 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color )
cent = &cg_entities[ cg.snap->ps.clientNum ];
ps = &cg.snap->ps;
- BG_unpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &ammo, &clips, NULL );
+ BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &ammo, &clips, NULL );
BG_FindAmmoForWeapon( cent->currentState.weapon, &maxAmmo, &maxClips, NULL );
// don't display if dead
@@ -1366,7 +1366,7 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color )
for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ )
{
- if( !BG_gotWeapon( i, cg.snap->ps.stats ) )
+ if( !BG_InventoryContainsWeapon( i, cg.snap->ps.stats ) )
continue;
if( i == cg.weaponSelect )
@@ -1379,7 +1379,7 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color )
for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
{
- if( !BG_gotItem( i, cg.snap->ps.stats ) )
+ if( !BG_InventoryContainsUpgrade( i, cg.snap->ps.stats ) )
continue;
if( i == cg.weaponSelect - 32 )
@@ -1439,7 +1439,7 @@ void CG_DrawItemSelectText( rectDef_t *rect, float scale, int textStyle )
if( cg.weaponSelect <= 32 )
{
if( cg_weapons[ cg.weaponSelect ].registered &&
- BG_gotWeapon( cg.weaponSelect, cg.snap->ps.stats ) )
+ BG_InventoryContainsWeapon( cg.weaponSelect, cg.snap->ps.stats ) )
{
if( name = cg_weapons[ cg.weaponSelect ].humanName )
{
@@ -1452,7 +1452,7 @@ void CG_DrawItemSelectText( rectDef_t *rect, float scale, int textStyle )
else if( cg.weaponSelect > 32 )
{
if( cg_upgrades[ cg.weaponSelect - 32 ].registered &&
- BG_gotItem( cg.weaponSelect - 32, cg.snap->ps.stats ) )
+ BG_InventoryContainsUpgrade( cg.weaponSelect - 32, cg.snap->ps.stats ) )
{
if( name = cg_upgrades[ cg.weaponSelect - 32 ].humanName )
{
@@ -1476,13 +1476,13 @@ static qboolean CG_WeaponSelectable( int i )
{
int ammo, clips, maxclips;
- BG_unpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips, &maxclips );
+ BG_UnpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips, &maxclips );
//TA: this is a pain in the ass
/* if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( i ) )
return qfalse;*/
- if( !BG_gotWeapon( i, cg.snap->ps.stats ) )
+ if( !BG_InventoryContainsWeapon( i, cg.snap->ps.stats ) )
return qfalse;
return qtrue;
@@ -1496,7 +1496,7 @@ CG_UpgradeSelectable
*/
static qboolean CG_UpgradeSelectable( int i )
{
- if( !BG_gotItem( i, cg.snap->ps.stats ) )
+ if( !BG_InventoryContainsUpgrade( i, cg.snap->ps.stats ) )
return qfalse;
return qtrue;
@@ -1613,7 +1613,7 @@ void CG_Weapon_f( void )
cg.weaponSelectTime = cg.time;
- if( !BG_gotWeapon( num, cg.snap->ps.stats ) )
+ if( !BG_InventoryContainsWeapon( num, cg.snap->ps.stats ) )
return; // don't have the weapon
cg.weaponSelect = num;