/* =============== UI_PlayerInfo_SetModel =============== */ void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model, const char* headmodel ) { memset( pi, 0, sizeof(*pi) ); UI_RegisterClientModelname( pi, model, headmodel ); pi->weapon = WP_PHASER; pi->currentWeapon = pi->weapon; pi->lastWeapon = pi->weapon; pi->pendingWeapon = (weapon_t) -1; pi->weaponTimer = 0; pi->chat = qfalse; UI_PlayerInfo_SetWeapon( pi, pi->weapon ); }
/* =============== UI_PlayerInfo_SetModel =============== */ void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model ) { memset( pi, 0, sizeof(*pi) ); UI_RegisterClientModelname( pi, model ); pi->weapon = WP_PEACEMAKER; pi->currentWeapon = pi->weapon; pi->lastWeapon = pi->weapon; pi->pendingWeapon = -1; pi->weaponTimer = 0; pi->chat = qfalse; pi->newModel = qtrue; UI_PlayerInfo_SetWeapon( pi, pi->weapon ); }
/* =============== UI_PlayerInfo_SetModel =============== */ void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model, const char *headmodel, char *teamName ) { memset( pi, 0, sizeof(*pi) ); UI_RegisterClientModelname( pi, model, headmodel, teamName ); pi->weapon = WP_MACHINEGUN; pi->currentWeapon = pi->weapon; pi->lastWeapon = pi->weapon; pi->pendingWeapon = -1; pi->weaponTimer = 0; pi->chat = qfalse; pi->newModel = qtrue; UI_PlayerInfo_SetWeapon( pi, pi->weapon ); }
/* =============== UI_PlayerInfo_SetModel =============== */ void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model ) { memset( pi, 0, sizeof( *pi ) ); UI_RegisterClientModelname( pi, model ); // pi->weapon = WP_MACHINEGUN; // pi->weapon = WP_MP40; 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 ); }