diff options
Diffstat (limited to 'src/cgame/cg_weapons.c')
-rw-r--r-- | src/cgame/cg_weapons.c | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c index 3b0d6f2f..1c08d4fd 100644 --- a/src/cgame/cg_weapons.c +++ b/src/cgame/cg_weapons.c @@ -49,15 +49,15 @@ void CG_RegisterUpgrade( int upgradeNum ) memset( upgradeInfo, 0, sizeof( *upgradeInfo ) ); upgradeInfo->registered = qtrue; - if( !BG_FindNameForUpgrade( upgradeNum ) ) + if( strlen( BG_Upgrade( upgradeNum )->name ) <= 0 ) CG_Error( "Couldn't find upgrade %i", upgradeNum ); - upgradeInfo->humanName = BG_FindHumanNameForUpgrade( upgradeNum ); + upgradeInfo->humanName = BG_Upgrade( upgradeNum )->humanName; //la la la la la, i'm not listening! if( upgradeNum == UP_GRENADE ) upgradeInfo->upgradeIcon = cg_weapons[ WP_GRENADE ].weaponIcon; - else if( ( icon = BG_FindIconForUpgrade( upgradeNum ) ) ) + else if( ( icon = BG_Upgrade( upgradeNum )->icon ) ) upgradeInfo->upgradeIcon = trap_R_RegisterShader( icon ); } @@ -714,17 +714,17 @@ void CG_RegisterWeapon( int weaponNum ) memset( weaponInfo, 0, sizeof( *weaponInfo ) ); weaponInfo->registered = qtrue; - if( !BG_FindNameForWeapon( weaponNum ) ) + if( strlen( BG_Weapon( weaponNum )->name ) <= 0 ) CG_Error( "Couldn't find weapon %i", weaponNum ); - Com_sprintf( path, MAX_QPATH, "models/weapons/%s/weapon.cfg", BG_FindNameForWeapon( weaponNum ) ); + Com_sprintf( path, MAX_QPATH, "models/weapons/%s/weapon.cfg", BG_Weapon( weaponNum )->name ); - weaponInfo->humanName = BG_FindHumanNameForWeapon( weaponNum ); + weaponInfo->humanName = BG_Weapon( weaponNum )->humanName; if( !CG_ParseWeaponFile( path, weaponInfo ) ) Com_Printf( S_COLOR_RED "ERROR: failed to parse %s\n", path ); - Com_sprintf( path, MAX_QPATH, "models/weapons/%s/animation.cfg", BG_FindNameForWeapon( weaponNum ) ); + Com_sprintf( path, MAX_QPATH, "models/weapons/%s/animation.cfg", BG_Weapon( weaponNum )->name ); if( !CG_ParseWeaponAnimationFile( path, weaponInfo ) ) Com_Printf( S_COLOR_RED "ERROR: failed to parse %s\n", path ); @@ -868,7 +868,7 @@ static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) // gun angles from bobbing // bob amount is class dependant - bob = BG_FindBobForClass( cg.predictedPlayerState.stats[ STAT_CLASS ] ); + bob = BG_Class( cg.predictedPlayerState.stats[ STAT_CLASS ] )->bob; if( bob != 0 ) { @@ -1299,7 +1299,7 @@ static qboolean CG_UpgradeSelectable( upgrade_t upgrade ) if( !BG_InventoryContainsUpgrade( upgrade, cg.snap->ps.stats ) ) return qfalse; - return BG_FindUsableForUpgrade( upgrade ); + return BG_Upgrade( upgrade )->usable; } @@ -1344,7 +1344,7 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color ) if( !BG_InventoryContainsWeapon( i, cg.snap->ps.stats ) ) continue; - if( !ps->ammo && !ps->clips && !BG_FindInfinteAmmoForWeapon( i ) ) + if( !ps->ammo && !ps->clips && !BG_Weapon( i )->infiniteAmmo ) colinfo[ numItems ] = 1; else colinfo[ numItems ] = 0; @@ -1363,7 +1363,7 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color ) if( !BG_InventoryContainsUpgrade( i, cg.snap->ps.stats ) ) continue; colinfo[ numItems ] = 0; - if( !BG_FindUsableForUpgrade ( i ) ) + if( !BG_Upgrade( i )->usable ) colinfo[ numItems ] = 2; if( i == cg.weaponSelect - 32 ) |