void Game::LoadingScreen()
{
static float loadprogress;
- static AbsoluteTime time = {0, 0};
+ //~ static AbsoluteTime time = {0, 0};
static AbsoluteTime frametime = {0, 0};
AbsoluteTime currTime = UpTime ();
double deltaTime = (float) AbsoluteDeltaToDuration (currTime, frametime);
stillloading = 1;
- for (i = 0; i < maxplayers; i++)
- player[i].skeleton.drawmodel.textureptr.destroy();
+ for (auto p:Person::players) {
+ p->skeleton.drawmodel.textureptr.destroy();
+ }
i = abs(Random() % 4);
visibleloading = 0; //don't use loadscreentexture yet
realtexdetail = texdetail;
- numplayers = 1;
-
-
LOG("Loading weapon data...");
Weapon::knifetextureptr.load(":Data:Textures:knife.png", 0, 1);
XYZ moveamount;
moveamount = 0;
moveamount.z = 2;
- for (i = 0; i < player[0].skeleton.num_joints; i++) {
+ for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
for (j = 0; j < animation[knifesneakattackanim].numframes; j++) {
animation[knifesneakattackanim].position[i][j] += moveamount;
}
LoadingScreen();
- for (i = 0; i < player[0].skeleton.num_joints; i++) {
+ for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
for (j = 0; j < animation[knifesneakattackedanim].numframes; j++) {
animation[knifesneakattackedanim].position[i][j] += moveamount;
}
LoadingScreen();
- for (i = 0; i < player[0].skeleton.num_joints; i++) {
+ for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
animation[dead1anim].position[i][1] = animation[dead1anim].position[i][0];
animation[dead2anim].position[i][1] = animation[dead2anim].position[i][0];
animation[dead3anim].position[i][1] = animation[dead3anim].position[i][0];
animation[dead3anim].speed[1] = 0.001;
animation[dead4anim].speed[1] = 0.001;
- for (i = 0; i < player[0].skeleton.num_joints; i++) {
+ for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
for (j = 0; j < animation[swordsneakattackanim].numframes; j++) {
animation[swordsneakattackanim].position[i][j] += moveamount;
}
LoadingScreen();
- for (i = 0; i < player[0].skeleton.num_joints; i++) {
+ for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
for (j = 0; j < animation[swordsneakattackedanim].numframes; j++) {
animation[swordsneakattackedanim].position[i][j] += moveamount;
}