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authorNguyễn Gia Phong <mcsinyx@disroot.org>2021-09-29 22:28:21 +0700
committerNguyễn Gia Phong <mcsinyx@disroot.org>2021-09-29 22:28:21 +0700
commit4caf3036cec45445bab9bfb01915f84a15f34c9d (patch)
tree05744081c4f4d074a53ce718e8566ccecf2adacb /src/GameInitDispose.cpp
parent17166662edb8c5447905d0b409517a6d7ad4f938 (diff)
downloadblackshades-4caf3036cec45445bab9bfb01915f84a15f34c9d.tar.gz
Convert skeletal data to TSV and embed in src
Diffstat (limited to 'src/GameInitDispose.cpp')
-rw-r--r--src/GameInitDispose.cpp35
1 files changed, 2 insertions, 33 deletions
diff --git a/src/GameInitDispose.cpp b/src/GameInitDispose.cpp
index c2ef2ca..873aaa0 100644
--- a/src/GameInitDispose.cpp
+++ b/src/GameInitDispose.cpp
@@ -646,9 +646,6 @@ void initGame(Game* game)
vip.playerrotation2 = 0; // 20
vip.lastdistancevictim = 200000;
- if (vip.skeleton.broken)
- vip.skeleton.Load((char*) ":Data:Skeleton:Basic Figure");
-
game->citypeoplenum[vip.whichblockx][vip.whichblocky]++;
game->numpeople++;
game->spawndelay = 0.1f;
@@ -1378,60 +1375,33 @@ void initGame(Game* game)
costume[bodyguardcostume].footcolor[2]=footcolor[2];
//Load animations
- testskeleton.Load((char *)":Data:Skeleton:Basic Figure");
-
+ testskeleton.reload();
animation[idleanim].Load((char *)":Data:Animations:Breathe");
-
animation[joganim].Load((char *)":Data:Animations:Run");
-
animation[pistolaimanim].Load((char *)":Data:Animations:PistolAim");
-
animation[walkanim].Load((char *)":Data:Animations:Walk");
-
animation[rifleholdanim].Load((char *)":Data:Animations:Riflehold");
-
animation[rifleaimanim].Load((char *)":Data:Animations:Rifleaim");
-
animation[assaultrifleaimanim].Load((char *)":Data:Animations:AssaultRifleaim");
-
animation[crouchanim].Load((char *)":Data:Animations:Crouch");
-
animation[headpainanim].Load((char *)":Data:Animations:Headshot");
-
animation[chestpainanim].Load((char *)":Data:Animations:Chestshot");
-
animation[stomachpainanim].Load((char *)":Data:Animations:Stomachshot");
-
animation[rightarmpainanim].Load((char *)":Data:Animations:Rightarmshot");
-
animation[leftarmpainanim].Load((char *)":Data:Animations:Leftarmshot");
-
animation[rightlegpainanim].Load((char *)":Data:Animations:Rightlegshot");
-
animation[leftlegpainanim].Load((char *)":Data:Animations:Leftlegshot");
-
animation[riflehitanim].Load((char *)":Data:Animations:Riflehit");
-
animation[grenadeaimanim].Load((char *)":Data:Animations:grenadeaim");
-
animation[grenadechargeanim].Load((char *)":Data:Animations:grenadecharge");
-
animation[grenadethrowanim].Load((char *)":Data:Animations:grenadethrow");
-
animation[zombieeatanim].Load((char *)":Data:Animations:Zombiemunch");
-
animation[zombiejoganim].Load((char *)":Data:Animations:ZombieRun");
-
animation[zombiewalkanim].Load((char *)":Data:Animations:Zombiewalk");
-
animation[getupfrontanim].Load((char *)":Data:Animations:Getupfromfront");
-
animation[getupbackanim].Load((char *)":Data:Animations:Getupfromback",180);
-
animation[diveanim].Load((char *)":Data:Animations:Dive");
-
animation[throwanim].Load((char *)":Data:Animations:Aikidothrow");
-
animation[thrownanim].Load((char *)":Data:Animations:Aikidothrown");
// Setup people
@@ -1451,8 +1421,7 @@ void initGame(Game* game)
person.velocity = 0;
// Load skeleton structure
- if (!game->initialized)
- person.skeleton.Load((char*) ":Data:Skeleton:Basic Figure");
+ person.skeleton.reload();
}
bodyguard.attackframe = -1;