summary refs log tree commit diff
path: root/src/GameInitDispose.cpp
diff options
context:
space:
mode:
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;