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Diffstat (limited to 'src/cgame/cg_weapons.c')
-rw-r--r--src/cgame/cg_weapons.c22
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 )