void FCajunMaster::Init () { botnum = 0; firstthing = NULL; spawn_tries = 0; freeze = false; observer = false; body1 = NULL; body2 = NULL; if (ctf && teamplay == false) teamplay = true; //Need teamplay for ctf. (which is not done yet) t_join = (wanted_botnum + 1) * SPAWN_DELAY; //The + is to let player get away before the bots come in. if (botinfo == NULL) { LoadBots (); } else { botinfo_t *thebot = botinfo; while (thebot != NULL) { thebot->inuse = BOTINUSE_No; thebot = thebot->next; } } }
void FCajunMaster::Init () { int i; botnum = 0; firstthing = NULL; spawn_tries = 0; freeze = false; observer = false; body1 = NULL; body2 = NULL; //Remove all bots upon each level start, they'll get spawned instead. for (i = 0; i < MAXPLAYERS; i++) { waitingforspawn[i] = false; if (playeringame[i] && players[i].isbot) { CleanBotstuff (&players[i]); players[i].isbot = false; botingame[i] = false; } } if (ctf && teamplay == false) teamplay = true; //Need teamplay for ctf. (which is not done yet) t_join = (wanted_botnum + 1) * SPAWN_DELAY; //The + is to let player get away before the bots come in. if (botinfo == NULL) { LoadBots (); } else { botinfo_t *thebot = botinfo; while (thebot != NULL) { thebot->inuse = false; thebot = thebot->next; } } }