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-rw-r--r--src/cgame/cg_draw.c10
-rw-r--r--src/cgame/cg_view.c4
2 files changed, 7 insertions, 7 deletions
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c
index 4c18e4c4..57e6f25f 100644
--- a/src/cgame/cg_draw.c
+++ b/src/cgame/cg_draw.c
@@ -400,7 +400,7 @@ static void CG_DrawPlayerStaminaBolt( rectDef_t *rect, vec4_t backColor,
if( stamina < 0 )
Vector4Copy( backColor, color );
else if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_SPEEDBOOST )
- Vector4Lerp( ( sin( cg.time / 150.f ) + 1 ) / 2,
+ Vector4Lerp( ( sin( cg.time / 150.0f ) + 1 ) / 2,
backColor, foreColor, color );
else
Vector4Copy( foreColor, color );
@@ -814,10 +814,10 @@ static void CG_DrawPlayerHealthCross( rectDef_t *rect, vec4_t ref_color )
// Fade the icon during transition
if( cg.lastHealthCross != shader )
{
- cg.healthCrossFade += cg.frametime / 500.f;
- if( cg.healthCrossFade > 1.f )
+ cg.healthCrossFade += cg.frametime / 500.0f;
+ if( cg.healthCrossFade > 1.0f )
{
- cg.healthCrossFade = 0.f;
+ cg.healthCrossFade = 0.0f;
cg.lastHealthCross = shader;
}
else
@@ -826,7 +826,7 @@ static void CG_DrawPlayerHealthCross( rectDef_t *rect, vec4_t ref_color )
color[ 3 ] = ref_alpha * cg.healthCrossFade;
trap_R_SetColor( color );
CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
- color[ 3 ] = ref_alpha * ( 1.f - cg.healthCrossFade );
+ color[ 3 ] = ref_alpha * ( 1.0f - cg.healthCrossFade );
trap_R_SetColor( color );
CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cg.lastHealthCross );
trap_R_SetColor( NULL );
diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c
index bc331133..e419ba33 100644
--- a/src/cgame/cg_view.c
+++ b/src/cgame/cg_view.c
@@ -1334,8 +1334,8 @@ static int CG_CalcViewValues( void )
ps->velocity[ 1 ] * ps->velocity[ 1 ] );
// the bob velocity should't get too fast to avoid jerking
- if( cg.xyspeed > 300.f )
- cg.xyspeed = 300.f;
+ if( cg.xyspeed > 300.0f )
+ cg.xyspeed = 300.0f;
VectorCopy( ps->origin, cg.refdef.vieworg );