diff options
Diffstat (limited to 'src/GameInitDispose.cpp')
-rw-r--r-- | src/GameInitDispose.cpp | 35 |
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; |