engine: client: don't use CL_Active/CL_GetMaxClients wrappers as they are only intended to be either passed to DLL or used in common/server code
This commit is contained in:
parent
0a051832a8
commit
b3026a7991
3 changed files with 4 additions and 4 deletions
|
@ -116,7 +116,7 @@ qboolean CL_IsInGame( void )
|
|||
if( host.type == HOST_DEDICATED )
|
||||
return true; // always active for dedicated servers
|
||||
|
||||
if( cl.background || CL_GetMaxClients() > 1 )
|
||||
if( cl.background || cl.maxclients > 1 )
|
||||
return true; // always active for multiplayer or background map
|
||||
|
||||
return ( cls.key_dest == key_game ); // active if not menu or console
|
||||
|
|
|
@ -1217,10 +1217,10 @@ static qboolean Touch_IsVisible( touch_button_t *button )
|
|||
if( FBitSet( button->flags, TOUCH_FL_HIDE ))
|
||||
return false; // skip hidden
|
||||
|
||||
if( FBitSet( button->flags, TOUCH_FL_SP ) && CL_GetMaxClients() != 1 )
|
||||
if( FBitSet( button->flags, TOUCH_FL_SP ) && cl.maxclients != 1 )
|
||||
return false; // skip singleplayer(load, save) buttons in multiplayer
|
||||
|
||||
if( FBitSet( button->flags, TOUCH_FL_MP ) && CL_GetMaxClients() == 1 )
|
||||
if( FBitSet( button->flags, TOUCH_FL_MP ) && cl.maxclients == 1 )
|
||||
return false; // skip multiplayer buttons in singleplayer
|
||||
|
||||
return true;
|
||||
|
|
|
@ -144,7 +144,7 @@ wavdata_t *S_LoadSound( sfx_t *sfx )
|
|||
if( Q_stricmp( sfx->name, "*default" ))
|
||||
{
|
||||
// load it from disk
|
||||
if( s_warn_late_precache.value > 0 && CL_Active() )
|
||||
if( s_warn_late_precache.value > 0 && cls.state == ca_active )
|
||||
Con_Printf( S_WARN "S_LoadSound: late precache of %s\n", sfx->name );
|
||||
|
||||
if( sfx->name[0] == '*' )
|
||||
|
|
Loading…
Add table
Reference in a new issue