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Diffstat (limited to 'src/game/bg_pmove.c')
-rw-r--r--src/game/bg_pmove.c32
1 files changed, 16 insertions, 16 deletions
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c
index ebfe0b15..9c29b96b 100644
--- a/src/game/bg_pmove.c
+++ b/src/game/bg_pmove.c
@@ -374,8 +374,8 @@ static float PM_CmdScale( usercmd_t *cmd )
if( pm->ps->stats[ STAT_STATE ] & SS_CREEPSLOWED )
{
- if( BG_gotItem( UP_LIGHTARMOUR, pm->ps->stats ) ||
- BG_gotItem( UP_BATTLESUIT, pm->ps->stats ) )
+ if( BG_InventoryContainsUpgrade( UP_LIGHTARMOUR, pm->ps->stats ) ||
+ BG_InventoryContainsUpgrade( UP_BATTLESUIT, pm->ps->stats ) )
modifier *= CREEP_ARMOUR_MODIFIER;
else
modifier *= CREEP_MODIFIER;
@@ -2572,7 +2572,7 @@ static void PM_BeginWeaponChange( int weapon )
if( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS )
return;
- if( !BG_gotWeapon( weapon, pm->ps->stats ) && weapon != WP_NONE )
+ if( !BG_InventoryContainsWeapon( weapon, pm->ps->stats ) && weapon != WP_NONE )
return;
if( pm->ps->weaponstate == WEAPON_DROPPING )
@@ -2603,7 +2603,7 @@ static void PM_FinishWeaponChange( void )
if( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS )
weapon = WP_NONE;
- if( !BG_gotWeapon( weapon, pm->ps->stats ) )
+ if( !BG_InventoryContainsWeapon( weapon, pm->ps->stats ) )
weapon = WP_NONE;
pm->ps->weapon = weapon;
@@ -2690,12 +2690,12 @@ static void PM_Weapon( void )
else if( pm->cmd.weapon > 32 )
{
//if trying to toggle an upgrade, toggle it
- if( BG_gotItem( pm->cmd.weapon - 32, pm->ps->stats ) ) //sanity check
+ if( BG_InventoryContainsUpgrade( pm->cmd.weapon - 32, pm->ps->stats ) ) //sanity check
{
- if( BG_activated( pm->cmd.weapon - 32, pm->ps->stats ) )
- BG_deactivateItem( pm->cmd.weapon - 32, pm->ps->stats );
+ if( BG_UpgradeIsActive( pm->cmd.weapon - 32, pm->ps->stats ) )
+ BG_DeactivateUpgrade( pm->cmd.weapon - 32, pm->ps->stats );
else
- BG_activateItem( pm->cmd.weapon - 32, pm->ps->stats );
+ BG_ActivateUpgrade( pm->cmd.weapon - 32, pm->ps->stats );
}
}
pm->ps->pm_flags |= PMF_USE_ITEM_HELD;
@@ -2734,7 +2734,7 @@ static void PM_Weapon( void )
// start the animation even if out of ammo
- BG_unpackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, &ammo, &clips, &maxclips );
+ BG_UnpackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, &ammo, &clips, &maxclips );
// check for out of ammo
if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( pm->ps->weapon ) )
@@ -2754,10 +2754,10 @@ static void PM_Weapon( void )
}
if( BG_FindUsesEnergyForWeapon( pm->ps->weapon ) &&
- BG_gotItem( UP_BATTPACK, pm->ps->stats ) )
+ BG_InventoryContainsUpgrade( UP_BATTPACK, pm->ps->stats ) )
ammo = (int)( (float)ammo * BATTPACK_MODIFIER );
- BG_packAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips, maxclips );
+ BG_PackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips, maxclips );
//allow some time for the weapon to be raised
pm->ps->weaponstate = WEAPON_RAISING;
@@ -2980,13 +2980,13 @@ static void PM_Weapon( void )
else
ammo--;
- BG_packAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips, maxclips );
+ BG_PackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips, maxclips );
}
else if( pm->ps->weapon == WP_DRAGOON_UPG && attack3 )
{
//special case for slowblob
ammo--;
- BG_packAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips, maxclips );
+ BG_PackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips, maxclips );
}
//FIXME: predicted angles miss a problem??
@@ -3125,7 +3125,7 @@ void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd )
AnglesToAxis( tempang, axis );
if( !( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) ||
- !BG_rotateAxis( ps->grapplePoint, axis, rotaxis, qfalse,
+ !BG_RotateAxis( ps->grapplePoint, axis, rotaxis, qfalse,
ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) )
AxisCopy( axis, rotaxis );
@@ -3147,7 +3147,7 @@ void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd )
ps->viewangles[ i ] = tempang[ i ];
//pull the view into the lock point
- if( ps->pm_type == PM_GRABBED && !BG_gotItem( UP_BATTLESUIT, ps->stats ) )
+ if( ps->pm_type == PM_GRABBED && !BG_InventoryContainsUpgrade( UP_BATTLESUIT, ps->stats ) )
{
vec3_t dir, angles;
@@ -3191,7 +3191,7 @@ void PmoveSingle( pmove_t *pmove )
pm = pmove;
- BG_unpackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, &ammo, &clips, &maxclips );
+ BG_UnpackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, &ammo, &clips, &maxclips );
// this counter lets us debug movement problems with a journal
// by setting a conditional breakpoint fot the previous frame