============== ClearRegisteredItems ============== */
| 1263 | ============== |
| 1264 | */ |
| 1265 | void ClearRegisteredItems( void ) { |
| 1266 | for ( int i = 0; i < bg_numItems; i++ ) |
| 1267 | { |
| 1268 | itemRegistered[i] = '0'; |
| 1269 | } |
| 1270 | itemRegistered[ bg_numItems ] = 0; |
| 1271 | |
| 1272 | //these are given in g_client, ClientSpawn(), but MUST be registered HERE, BEFORE cgame starts. |
| 1273 | //RegisterItem( FindItemForWeapon( WP_NONE ) ); //has no item |
| 1274 | RegisterItem( FindItemForInventory( INV_ELECTROBINOCULARS )); |
| 1275 | //RegisterItem( FindItemForInventory( INV_BACTA_CANISTER )); |
| 1276 | // saber or baton is cached in SP_info_player_deathmatch now. |
| 1277 | |
| 1278 | extern void Player_CacheFromPrevLevel(void);//g_client.cpp |
| 1279 | Player_CacheFromPrevLevel(); //reads from transition carry-over; |
| 1280 | } |
| 1281 | |
| 1282 | /* |
| 1283 | =============== |
no test coverage detected