/* =============== UI_PlayerInfo_SetModel =============== */ void UI_PlayerInfo_SetModel( uiPlayerInfo_t *pi, const char *model, const char *headmodel, char *teamName ) { memset( pi, 0, sizeof(*pi) ); UI_RegisterPlayerModelname( pi, model, headmodel, teamName ); pi->weapon = WP_MACHINEGUN; pi->currentWeapon = pi->weapon; pi->lastWeapon = pi->weapon; pi->pendingWeapon = WP_NUM_WEAPONS; pi->weaponTimer = 0; pi->chat = qfalse; pi->newModel = qtrue; UI_PlayerInfo_SetWeapon( pi, pi->weapon ); }
/* =============== UI_PlayerInfo_SetModel =============== */ void UI_PlayerInfo_SetModel( uiPlayerInfo_t *pi, const char *model, const char *headmodel, char *teamName ) { memset( pi, 0, sizeof(*pi) ); UI_RegisterPlayerModelname( pi, model, headmodel, teamName ); #if defined TA_PLAYERSYS && defined TA_WEAPSYS pi->weapon = pi->playercfg.default_weapon; #else pi->weapon = WP_MACHINEGUN; #endif pi->currentWeapon = pi->weapon; pi->lastWeapon = pi->weapon; pi->pendingWeapon = WP_NUM_WEAPONS; pi->weaponTimer = 0; pi->chat = qfalse; pi->newModel = qtrue; UI_PlayerInfo_SetWeapon( pi, pi->weapon ); }