void WI_Start(wbstartstruct_t* wbstartstruct) { WI_initVariables(wbstartstruct); WI_loadData(); if (deathmatch) WI_initDeathmatchStats(); else if (netgame) WI_initNetgameStats(); else WI_initStats(); }
void WI_Start (wbstartstruct_t *wbstartstruct) { V_SetBlend (0,0,0,0); WI_initVariables (wbstartstruct); WI_loadData (); if (deathmatch) WI_initDeathmatchStats(); else if (multiplayer) WI_initNetgameStats(); else WI_initStats(); S_StopAllChannels (); SN_StopAllSequences (); }
void WI_Start(wbstartstruct_t * wbstartstruct) { teaminfo_t *tin; int i, j, k; GL_SetFilter(0); WI_initVariables(wbstartstruct); WI_loadData(); // Calculate team stats. memset(teaminfo, 0, sizeof(teaminfo)); for(i = 0, tin = teaminfo; i < NUM_TEAMS; i++, tin++) { for(j = 0; j < MAXPLAYERS; j++) { // Is the player in this team? if(!plrs[j].in || cfg.PlayerColor[j] != i) continue; tin->members++; // Check the frags. for(k = 0; k < MAXPLAYERS; k++) tin->frags[cfg.PlayerColor[k]] += plrs[j].frags[k]; // Counters. if(plrs[j].sitems > tin->items) tin->items = plrs[j].sitems; if(plrs[j].skills > tin->kills) tin->kills = plrs[j].skills; if(plrs[j].ssecret > tin->secret) tin->secret = plrs[j].ssecret; } // Calculate team's total frags. for(j = 0; j < NUM_TEAMS; j++) { if(j == i) // Suicides are negative frags. tin->totalfrags -= tin->frags[j]; else tin->totalfrags += tin->frags[j]; } } if(deathmatch) WI_initDeathmatchStats(); else if(IS_NETGAME) WI_initNetgameStats(); else WI_initStats(); }