void WeaponManager::Init(int numOfBullets) { const char * weaponName = mWeaponsName[mCurrentWeaponIndex].GetPtr(); SoldierWeapon * pSoldierWeapon = (SoldierWeapon*)mWeaponsMap.GetByKey(weaponName); mCurrentWeapon = pSoldierWeapon; mCurrentWeapon->GetModelData()->GetRoot()->SetVisible(true); InitBullets(numOfBullets); }
byte InitLevel(byte map) { JamulSoundPurge(); // each level, that should be good if (curWorld.numMaps <= map) return 0; // can't go to illegal map // make a copy of the map to be played curMap = new Map(curWorld.map[map]); curMapFlags = curMap->flags; switch (PlayerGetMusicSettings()) { case MUSIC_OFF: CDStop(); // in case it's playing for some reason break; case MUSIC_ON: CDPlay(curMap->song); break; case MUSIC_RAND: break; // do nothing- if there is a song currently playing, let it finish, else a new // one will automatically start at the next call to CDPlayerUpdate } gameStartTime = timeGetTime(); tickerTime = timeGetTime(); updFrameCount = 0; visFrameCount = 0; numRunsToMakeUp = 0; frmRate = 30.0f; visFrms = 0; if (msgFromOtherModules != MSG_NEWFEATURE) msgFromOtherModules = 0; InitGuys(256); InitBullets(); InitPlayer(INIT_LEVEL, 0, map); InitMessage(); NewBigMessage(curMap->name, 100); InitParticles(512); lastKey = 0; curMap->Init(&curWorld); windingDown = 0; windingUp = 30; ResetInterface(); InitCheater(); SetGiveUpText((byte) (map != 0)); return 1; }