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Diffstat (limited to 'src/game/g_client.c')
-rw-r--r--src/game/g_client.c29
1 files changed, 15 insertions, 14 deletions
diff --git a/src/game/g_client.c b/src/game/g_client.c
index eec9d3eb..01f5dbb2 100644
--- a/src/game/g_client.c
+++ b/src/game/g_client.c
@@ -316,7 +316,7 @@ gentity_t *G_SelectAlienSpawnPoint( vec3_t preference )
spot = NULL;
while( ( spot = G_Find( spot, FOFS( classname ),
- BG_FindEntityNameForBuildable( BA_A_SPAWN ) ) ) != NULL )
+ BG_Buildable( BA_A_SPAWN )->entityName ) ) != NULL )
{
if( !spot->spawned )
continue;
@@ -365,7 +365,7 @@ gentity_t *G_SelectHumanSpawnPoint( vec3_t preference )
spot = NULL;
while( ( spot = G_Find( spot, FOFS( classname ),
- BG_FindEntityNameForBuildable( BA_H_SPAWN ) ) ) != NULL )
+ BG_Buildable( BA_H_SPAWN )->entityName ) ) != NULL )
{
if( !spot->spawned )
continue;
@@ -688,7 +688,7 @@ void SpawnCorpse( gentity_t *ent )
ent->health = 0;
//change body dimensions
- BG_FindBBoxForClass( ent->client->ps.stats[ STAT_CLASS ], NULL, NULL, NULL, body->r.mins, body->r.maxs );
+ BG_ClassBoundingBox( ent->client->ps.stats[ STAT_CLASS ], NULL, NULL, NULL, body->r.mins, body->r.maxs );
vDiff = body->r.mins[ 2 ] - ent->r.mins[ 2 ];
//drop down to match the *model* origins of ent and body
@@ -1021,8 +1021,8 @@ void ClientUserinfoChanged( int clientNum )
// set model
if( client->ps.stats[ STAT_CLASS ] == PCL_HUMAN_BSUIT )
{
- Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_FindModelNameForClass( PCL_HUMAN_BSUIT ),
- BG_FindSkinNameForClass( PCL_HUMAN_BSUIT ) );
+ Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_ClassConfig( PCL_HUMAN_BSUIT )->modelName,
+ BG_ClassConfig( PCL_HUMAN_BSUIT )->skinName );
}
else if( client->pers.classSelection == PCL_NONE )
{
@@ -1030,13 +1030,13 @@ void ClientUserinfoChanged( int clientNum )
//model details to that of the spawning class or the info change will not be
//registered and an axis appears instead of the player model. There is zero chance
//the player can spawn with the battlesuit, hence this choice.
- Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_FindModelNameForClass( PCL_HUMAN_BSUIT ),
- BG_FindSkinNameForClass( PCL_HUMAN_BSUIT ) );
+ Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_ClassConfig( PCL_HUMAN_BSUIT )->modelName,
+ BG_ClassConfig( PCL_HUMAN_BSUIT )->skinName );
}
else
{
- Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_FindModelNameForClass( client->pers.classSelection ),
- BG_FindSkinNameForClass( client->pers.classSelection ) );
+ Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_ClassConfig( client->pers.classSelection )->modelName,
+ BG_ClassConfig( client->pers.classSelection )->skinName );
}
Q_strncpyz( model, buffer, sizeof( model ) );
@@ -1045,7 +1045,7 @@ void ClientUserinfoChanged( int clientNum )
{
//model segmentation
Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg",
- BG_FindModelNameForClass( client->pers.classSelection ) );
+ BG_ClassConfig( client->pers.classSelection )->modelName );
if( G_NonSegModel( filename ) )
client->ps.persistant[ PERS_STATE ] |= PS_NONSEGMODEL;
@@ -1428,11 +1428,11 @@ void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles
client->ps.eFlags = flags;
client->ps.clientNum = index;
- BG_FindBBoxForClass( ent->client->pers.classSelection, ent->r.mins, ent->r.maxs, NULL, NULL, NULL );
+ BG_ClassBoundingBox( ent->client->pers.classSelection, ent->r.mins, ent->r.maxs, NULL, NULL, NULL );
if( client->sess.spectatorState == SPECTATOR_NOT )
client->pers.maxHealth = client->ps.stats[ STAT_MAX_HEALTH ] =
- BG_FindHealthForClass( ent->client->pers.classSelection );
+ BG_Class( ent->client->pers.classSelection )->health;
else
client->pers.maxHealth = client->ps.stats[ STAT_MAX_HEALTH ] = 100;
@@ -1444,11 +1444,12 @@ void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles
weapon = client->pers.humanItemSelection;
}
else if( client->sess.spectatorState == SPECTATOR_NOT )
- weapon = BG_FindStartWeaponForClass( ent->client->pers.classSelection );
+ weapon = BG_Class( ent->client->pers.classSelection )->startWeapon;
else
weapon = WP_NONE;
- BG_FindAmmoForWeapon( weapon, &maxAmmo, &maxClips );
+ maxAmmo = BG_Weapon( weapon )->maxAmmo;
+ maxClips = BG_Weapon( weapon )->maxClips;
BG_AddWeaponToInventory( weapon, client->ps.stats );
client->ps.ammo = maxAmmo;
client->ps.clips = maxClips;