static void SetupWeapons( struct PlayerData playerDatas[MAX_PLAYERS], const CArray *weapons) { // Remove unavailable weapons from players inventories for (int i = 0; i < MAX_PLAYERS; i++) { CleanupPlayerInventory(&playerDatas[i], weapons); } }
static void SetupWeapons(int weapons) { int i; if (!weapons) weapons = -1; gMission.weaponCount = 0; for (i = 0; i < GUN_COUNT && gMission.weaponCount < WEAPON_MAX; i++) if ((weapons & (1 << i)) != 0) { gMission.availableWeapons[gMission.weaponCount] = i; gMission.weaponCount++; } // Now remove unavailable weapons from players inventories CleanupPlayerInventory(&gPlayer1Data, weapons); CleanupPlayerInventory(&gPlayer2Data, weapons); }