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-rw-r--r--code/cgame/cg_weapons.c20
1 files changed, 10 insertions, 10 deletions
diff --git a/code/cgame/cg_weapons.c b/code/cgame/cg_weapons.c
index 89af232..d15de2d 100644
--- a/code/cgame/cg_weapons.c
+++ b/code/cgame/cg_weapons.c
@@ -1489,7 +1489,7 @@ void CG_DrawWeaponSelect( void ) {
// count the number of weapons owned
bits = cg.snap->ps.stats[ STAT_WEAPONS ];
count = 0;
- for ( i = 1 ; i < 16 ; i++ ) {
+ for ( i = 1 ; i < MAX_WEAPONS ; i++ ) {
if ( bits & ( 1 << i ) ) {
count++;
}
@@ -1498,7 +1498,7 @@ void CG_DrawWeaponSelect( void ) {
x = 320 - count * 20;
y = 380;
- for ( i = 1 ; i < 16 ; i++ ) {
+ for ( i = 1 ; i < MAX_WEAPONS ; i++ ) {
if ( !( bits & ( 1 << i ) ) ) {
continue;
}
@@ -1570,9 +1570,9 @@ void CG_NextWeapon_f( void ) {
cg.weaponSelectTime = cg.time;
original = cg.weaponSelect;
- for ( i = 0 ; i < 16 ; i++ ) {
+ for ( i = 0 ; i < MAX_WEAPONS ; i++ ) {
cg.weaponSelect++;
- if ( cg.weaponSelect == 16 ) {
+ if ( cg.weaponSelect == MAX_WEAPONS ) {
cg.weaponSelect = 0;
}
if ( cg.weaponSelect == WP_GAUNTLET ) {
@@ -1582,7 +1582,7 @@ void CG_NextWeapon_f( void ) {
break;
}
}
- if ( i == 16 ) {
+ if ( i == MAX_WEAPONS ) {
cg.weaponSelect = original;
}
}
@@ -1606,10 +1606,10 @@ void CG_PrevWeapon_f( void ) {
cg.weaponSelectTime = cg.time;
original = cg.weaponSelect;
- for ( i = 0 ; i < 16 ; i++ ) {
+ for ( i = 0 ; i < MAX_WEAPONS ; i++ ) {
cg.weaponSelect--;
if ( cg.weaponSelect == -1 ) {
- cg.weaponSelect = 15;
+ cg.weaponSelect = MAX_WEAPONS - 1;
}
if ( cg.weaponSelect == WP_GAUNTLET ) {
continue; // never cycle to gauntlet
@@ -1618,7 +1618,7 @@ void CG_PrevWeapon_f( void ) {
break;
}
}
- if ( i == 16 ) {
+ if ( i == MAX_WEAPONS ) {
cg.weaponSelect = original;
}
}
@@ -1640,7 +1640,7 @@ void CG_Weapon_f( void ) {
num = atoi( CG_Argv( 1 ) );
- if ( num < 1 || num > 15 ) {
+ if ( num < 1 || num > MAX_WEAPONS-1 ) {
return;
}
@@ -1665,7 +1665,7 @@ void CG_OutOfAmmoChange( void ) {
cg.weaponSelectTime = cg.time;
- for ( i = 15 ; i > 0 ; i-- ) {
+ for ( i = MAX_WEAPONS-1 ; i > 0 ; i-- ) {
if ( CG_WeaponSelectable( i ) ) {
cg.weaponSelect = i;
break;