components/prboom/wi_stuff.c
// ====================================================================
// WI_initStats
// Purpose: Get ready for single player stats
// Args:    none
// Returns: void
// Comment: Seems like we could do all these stats in a more generic
//          set of routines that weren't duplicated for dm, coop, sp
//
WI_initStats
Purpose: Get ready for single player stats
Args:    none
Returns: void
Comment: Seems like we could do all these stats in a more generic
set of routines that weren't duplicated for dm, coop, sp
WI_initStats Purpose : Get ready for single player stats Args : none Returns : void Comment : Seems like we could do all these stats in a more generic set of routines that weren ' t duplicated for dm coop sp
void WI_initStats(void)
{
  state = StatCount;
  acceleratestage = 0;
  sp_state = 1;
  *(cnt_kills = malloc(sizeof(*cnt_kills))) =
  *(cnt_items = malloc(sizeof(*cnt_items))) =
  *(cnt_secret= malloc(sizeof(*cnt_secret))) = -1;
  cnt_time = cnt_par = cnt_total_time = -1;
  cnt_pause = TICRATE;
  WI_initAnimatedBack();
}
void WI_initStats ( void ) { state = StatCount ; acceleratestage = 0 ; sp_state = 1 ; * ( cnt_kills = malloc ( sizeof ( * cnt_kills ) ) ) = * ( cnt_items = malloc ( sizeof ( * cnt_items ) ) ) = * ( cnt_secret = malloc ( sizeof ( * cnt_secret ) ) ) = -1 ; cnt_time = cnt_par = cnt_total_time = -1 ; cnt_pause = TICRATE ; WI_initAnimatedBack ( ) ; }
WI_initStats
Purpose: Get ready for single player stats
Args:    none
Returns: void
Comment: Seems like we could do all these stats in a more generic
set of routines that weren't duplicated for dm, coop, sp
WI_initStats Purpose : Get ready for single player stats Args : none Returns : void Comment : Seems like we could do all these stats in a more generic set of routines that weren ' t duplicated for dm coop sp
// CPhipps - allocate (awful code, I know, but saves changing it all) and initialise