Esempio n. 1
0
/*
===============
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 );
}
Esempio n. 2
0
/*
===============
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 );
}
Esempio n. 3
0
/*
===============
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 );
}
Esempio n. 4
0
/*
===============
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 );
}