/* ============== ClearRegisteredItems ============== */ void ClearRegisteredItems( void ) { memset( itemRegistered, '0', bg_numItems ); itemRegistered[ bg_numItems ] = 0; RegisterItem( FindItemForWeapon( WP_BRYAR_PISTOL ) ); //these are given in g_client, ClientSpawn(), but MUST be registered HERE, BEFORE cgame starts. RegisterItem( FindItemForWeapon( WP_STUN_BATON ) ); //these are given in g_client, ClientSpawn(), but MUST be registered HERE, BEFORE cgame starts. RegisterItem( FindItemForInventory( INV_ELECTROBINOCULARS )); // saber or baton is cached in SP_info_player_deathmatch now. extern void Player_CacheFromPrevLevel(void);//g_client.cpp Player_CacheFromPrevLevel(); //reads from transition carry-over; }
/* ============== ClearRegisteredItems ============== */ void ClearRegisteredItems( void ) { for ( int i = 0; i < bg_numItems; i++ ) { itemRegistered[i] = '0'; } itemRegistered[ bg_numItems ] = 0; //these are given in g_client, ClientSpawn(), but MUST be registered HERE, BEFORE cgame starts. //RegisterItem( FindItemForWeapon( WP_NONE ) ); //has no item RegisterItem( FindItemForInventory( INV_ELECTROBINOCULARS )); //RegisterItem( FindItemForInventory( INV_BACTA_CANISTER )); // saber or baton is cached in SP_info_player_deathmatch now. extern void Player_CacheFromPrevLevel(void);//g_client.cpp Player_CacheFromPrevLevel(); //reads from transition carry-over; }