Beispiel #1
0
void CPlayer::Reset ( void )
{
    //Called when resetMapInfo is called to reset per player information that is reset in the clientside implimentation of resetMapInfo. This stops our functions clientside and serverside possibly returning different results.
    memset ( &m_fStats[0], 0, sizeof ( m_fStats ) );
    m_pPlayerStatsPacket->Clear ( );
    SetPlayerStat ( 24, 569.0f );           // default max_health

    m_pClothes->DefaultClothes ();    
    m_bHasJetPack = false;

    // Removed
    //m_bForcedScoreboard = false;
    m_bForcedMap = false;
    m_ucInterior = 0;
    m_usDimension = 0;
    //m_pKeyBinds->Clear ();
    m_bCursorShowing = false;

    // Added
    m_ucFightingStyle = 15; // STYLE_GRAB_KICK

    SetNametagText ( NULL );
    m_ucAlpha = 255;

    // Make sure the nametag color is no longer overridden
    RemoveNametagOverrideColor ();

    m_bNametagShowing = true;
    m_usModel = 0;
}
Beispiel #2
0
void CPetManager::RemovePetItemOptionStat( const ITEMBASE& petItemBase )
{
	const ITEM_INFO* pItemInfo		=	ITEMMGR->GetItemInfo( petItemBase.wIconIdx );
	const	SetScript::Element&	itemElement	=	GAMERESRCMNGR->GetItemElement( pItemInfo->ItemIdx );

	SetPlayerStat( HEROPET->GetItemOptionStat(), itemElement.mStat, SetValueTypeRemove );
}