Person::players.back()->howactive = editoractive;
Person::players.back()->whichskin = (int)(abs(Random() % 3));
- Person::players.back()->skeletonLoad(true);
+ Person::players.back()->skeletonLoad();
Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
{
creature = type;
whichskin = 0;
- skeletonLoad(type == rabbittype);
+ skeletonLoad();
scale = PersonType::types[creature].defaultScale;
damagetolerance = PersonType::types[creature].defaultDamageTolerance;
}
-void Person::skeletonLoad(bool clothes)
+void Person::skeletonLoad()
{
skeleton.id = id;
skeleton.Load(
PersonType::types[creature].modelFileNames[6],
PersonType::types[creature].lowModelFileName,
PersonType::types[creature].modelClothesFileName,
- clothes);
+ PersonType::types[creature].clothes);
skeleton.drawmodel.textureptr.load(PersonType::types[creature].skins[whichskin], 1, &skeleton.skinText[0], &skeleton.skinsize);
}
Person();
Person(FILE*, int, unsigned);
- void skeletonLoad(bool clothes = false);
+ void skeletonLoad();
// convenience functions
inline Joint& joint(int bodypart) { return skeleton.joints[skeleton.jointlabels[bodypart]]; }
types[wolftype].defaultDamageTolerance = 300;
types[wolftype].defaultScale = .23;
types[wolftype].hasClaws = true;
+ types[wolftype].clothes = false;
/* Rabbit */
types[rabbittype].proportions[0] = 1.2;
types[rabbittype].defaultDamageTolerance = 200;
types[rabbittype].defaultScale = .2;
types[rabbittype].hasClaws = false;
+ types[rabbittype].clothes = true;
}
unsigned int defaultDamageTolerance;
float defaultScale;
bool hasClaws;
+ bool clothes;
GLubyte bloodText[512 * 512 * 3] = { 0 };