Exemple #1
0
/*
==============
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;
}
Exemple #2
0
/*
==============
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;
}