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Diffstat (limited to 'src/cgame/cg_weapons.c')
-rw-r--r--src/cgame/cg_weapons.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index 777271c3..15992501 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -692,7 +692,7 @@ static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) {
float scale;
int delta;
float fracsin;
- int bob;
+ float bob;
VectorCopy( cg.refdef.vieworg, origin );
VectorCopy( cg.refdefViewAngles, angles );
@@ -706,7 +706,7 @@ static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) {
// gun angles from bobbing
//TA: bob amount is class dependant
- BG_unpackAttributes( NULL, &bob, NULL, cg.predictedPlayerState.stats );
+ bob = BG_FindBobForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] );
if( bob != 0 )
{
angles[ROLL] += scale * cg.bobfracsin * 0.005;
@@ -715,7 +715,7 @@ static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) {
}
// drop the weapon when landing
- if( !( cg.predictedPlayerState.stats[ STAT_ABILITIES ] & SCA_NOWEAPONDRIFT ) )
+ if( !BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], SCA_NOWEAPONDRIFT ) )
{
delta = cg.time - cg.landTime;
if ( delta < LAND_DEFLECT_TIME )