Esempio n. 1
0
void FActorInfo::StaticInit ()
{
	sprites.Clear();
	if (sprites.Size() == 0)
	{
		spritedef_t temp;

		// Sprite 0 is always TNT1
		memcpy (temp.name, "TNT1", 5);
		temp.numframes = 0;
		temp.spriteframes = 0;
		sprites.Push (temp);

		// Sprite 1 is always ----
		memcpy (temp.name, "----", 5);
		sprites.Push (temp);

		// Sprite 2 is always ####
		memcpy (temp.name, "####", 5);
		sprites.Push (temp);
	}

	Printf ("LoadActors: Load actor definitions.\n");
	ClearStrifeTypes();
	LoadActors ();
	InitBotStuff();
}
Esempio n. 2
0
END_POINTERS

//==========================================================================
//
// PClassActor :: StaticInit										STATIC
//
//==========================================================================

void PClassActor::StaticInit()
{
	sprites.Clear();
	if (sprites.Size() == 0)
	{
		spritedef_t temp;

		// Sprite 0 is always TNT1
		memcpy (temp.name, "TNT1", 5);
		temp.numframes = 0;
		temp.spriteframes = 0;
		sprites.Push (temp);

		// Sprite 1 is always ----
		memcpy (temp.name, "----", 5);
		sprites.Push (temp);

		// Sprite 2 is always ####
		memcpy (temp.name, "####", 5);
		sprites.Push (temp);
	}

	if (!batchrun) Printf ("LoadActors: Load actor definitions.\n");
	ClearStrifeTypes();
	LoadActors ();
	InitBotStuff();
}
Esempio n. 3
0
void PClassActor::StaticInit()
{
	sprites.Clear();
	if (sprites.Size() == 0)
	{
		spritedef_t temp;

		// Sprite 0 is always TNT1
		memcpy (temp.name, "TNT1", 5);
		temp.numframes = 0;
		temp.spriteframes = 0;
		sprites.Push (temp);

		// Sprite 1 is always ----
		memcpy (temp.name, "----", 5);
		sprites.Push (temp);

		// Sprite 2 is always ####
		memcpy (temp.name, "####", 5);
		sprites.Push (temp);
	}

	if (!batchrun) Printf ("LoadActors: Load actor definitions.\n");
	ClearStrifeTypes();
	LoadActors ();
	InitBotStuff();

	// reinit GLOBAL static stuff from gameinfo, once classes are loaded.
	E_InitStaticHandlers(false);
}