diff options
Diffstat (limited to 'src/game/g_buildable.c')
-rw-r--r-- | src/game/g_buildable.c | 20 |
1 files changed, 9 insertions, 11 deletions
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c index 11ed8db4..dd81c992 100644 --- a/src/game/g_buildable.c +++ b/src/game/g_buildable.c @@ -23,8 +23,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA #include "g_local.h" -zone_t zones[ MAX_ZONES ]; - /* ================ G_SetBuildableAnim @@ -322,9 +320,9 @@ int G_GetBuildPoints( const vec3_t pos, team_t team, int dist ) } else if( ent->s.modelindex == BA_H_REPEATER && distance <= REPEATER_BASESIZE + dist ) { - if( ent->usesZone && zones[ent->zone].active ) + if( ent->usesZone && level.powerZones[ent->zone].active ) { - zone_t *zone = &zones[ent->zone]; + zone_t *zone = &level.powerZones[ent->zone]; buildPoints += zone->totalBuildPoints - zone->queuedBuildPoints; } @@ -1684,7 +1682,7 @@ static void HRepeater_Die( gentity_t *self, gentity_t *inflictor, gentity_t *att if( self->usesZone ) { - zone_t *zone = &zones[self->zone]; + zone_t *zone = &level.powerZones[self->zone]; zone->active = qfalse; self->usesZone = qfalse; @@ -1732,12 +1730,12 @@ void HRepeater_Think( gentity_t *self ) self->powered = reactor; // Initialise the zone once the repeater has spawned - if( self->spawned && ( !self->usesZone || !zones[ self->zone ].active ) ) + if( self->spawned && ( !self->usesZone || !level.powerZones[ self->zone ].active ) ) { // See if a free zone exists - for( i = 0; i < MIN( g_humanRepeaterMaxZones.integer, MAX_ZONES ); i++ ) + for( i = 0; i < g_humanRepeaterMaxZones.integer; i++ ) { - zone = &zones[ i ]; + zone = &level.powerZones[ i ]; if( !zone->active ) { @@ -1746,7 +1744,7 @@ void HRepeater_Think( gentity_t *self ) zone->nextQueueTime = level.time; zone->active = qtrue; - self->zone = zone - zones; + self->zone = zone - level.powerZones; self->usesZone = qtrue; break; @@ -2532,9 +2530,9 @@ void G_QueueBuildPoints( gentity_t *self ) break; case BA_H_REPEATER: - if( powerEntity->usesZone && zones[powerEntity->zone].active ) + if( powerEntity->usesZone && level.powerZones[powerEntity->zone].active ) { - zone_t *zone = &zones[powerEntity->zone]; + zone_t *zone = &level.powerZones[powerEntity->zone]; if( !zone->queuedBuildPoints ) zone->nextQueueTime = level.time + g_humanRepeaterBuildQueueTime.integer; |