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(); }
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(); }
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); }