diff options
Diffstat (limited to 'src/game/bg_pmove.c')
-rw-r--r-- | src/game/bg_pmove.c | 32 |
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 |