| 4645 | |
| 4646 | #ifndef JK2_MODE |
| 4647 | static int UI_CountForcePowers( void ) { |
| 4648 | const client_t *cl = &svs.clients[0]; |
| 4649 | |
| 4650 | if ( cl && cl->gentity ) { |
| 4651 | const playerState_t *ps = cl->gentity->client; |
| 4652 | return ps->forcePowerLevel[FP_HEAL] + |
| 4653 | ps->forcePowerLevel[FP_TELEPATHY] + |
| 4654 | ps->forcePowerLevel[FP_PROTECT] + |
| 4655 | ps->forcePowerLevel[FP_ABSORB] + |
| 4656 | ps->forcePowerLevel[FP_GRIP] + |
| 4657 | ps->forcePowerLevel[FP_LIGHTNING] + |
| 4658 | ps->forcePowerLevel[FP_RAGE] + |
| 4659 | ps->forcePowerLevel[FP_DRAIN]; |
| 4660 | } |
| 4661 | else { |
| 4662 | return uiInfo.forcePowerLevel[FP_HEAL] + |
| 4663 | uiInfo.forcePowerLevel[FP_TELEPATHY] + |
| 4664 | uiInfo.forcePowerLevel[FP_PROTECT] + |
| 4665 | uiInfo.forcePowerLevel[FP_ABSORB] + |
| 4666 | uiInfo.forcePowerLevel[FP_GRIP] + |
| 4667 | uiInfo.forcePowerLevel[FP_LIGHTNING] + |
| 4668 | uiInfo.forcePowerLevel[FP_RAGE] + |
| 4669 | uiInfo.forcePowerLevel[FP_DRAIN]; |
| 4670 | } |
| 4671 | } |
| 4672 | #endif |
| 4673 | |
| 4674 | //. Find weapons button and make active/inactive (Used by Force Power Allocation screen) |
no outgoing calls
no test coverage detected