/** * @brief Generates the skills and inventory for a character and for a 2x2 unit * @param[in] chr The employee to create character data for. * @param[in] teamDefName Which team to use for creation. */ void CL_GenerateCharacter (character_t* chr, const char* teamDefName) { chr->init(); /* link inventory */ cls.i.destroyInventory(&chr->inv); /* get ucn */ chr->ucn = cls.nextUniqueCharacterNumber++; chr->reservedTus.shotSettings.set(ACTOR_HAND_NOT_SET, -1, nullptr); Com_GetCharacterValues(teamDefName, chr); /* Create attributes. */ CHRSH_CharGenAbilitySkills(chr, GAME_IsMultiplayer()); }
/** * @brief Generates the skills and inventory for a character and for a 2x2 unit * @param[in] chr The employee to create character data for. * @param[in] teamDefName Which team to use for creation. */ void CL_GenerateCharacter (character_t *chr, const char *teamDefName) { OBJZERO(*chr); /* link inventory */ cls.i.DestroyInventory(&cls.i, &chr->i); /* get ucn */ chr->ucn = cls.nextUniqueCharacterNumber++; CL_ActorSetShotSettings(chr, ACTOR_HAND_NOT_SET, -1, NULL); Com_GetCharacterValues(teamDefName, chr); /* Create attributes. */ CHRSH_CharGenAbilitySkills(chr, GAME_IsMultiplayer()); }