components/prboom/g_game.c
//
// G_PlayerFinishLevel
// Can when a player completes a level.
//
G_PlayerFinishLevel
Can when a player completes a level.
G_PlayerFinishLevel Can when a player completes a level .
static void G_PlayerFinishLevel(int player)
{
  player_t *p = &players[player];
  memset(p->powers, 0, sizeof p->powers);
  memset(p->cards, 0, sizeof p->cards);
  p->mo = NULL;           
  p->extralight = 0;      
  p->fixedcolormap = 0;   
  p->damagecount = 0;     
  p->bonuscount = 0;
}
static void G_PlayerFinishLevel ( int player ) { player_t * p = & players [ player ] ; memset ( p -> powers , 0 , sizeof p -> powers ) ; memset ( p -> cards , 0 , sizeof p -> cards ) ; p -> mo = NULL ; p -> extralight = 0 ; p -> fixedcolormap = 0 ; p -> damagecount = 0 ; p -> bonuscount = 0 ; }
G_PlayerFinishLevel
Can when a player completes a level.
G_PlayerFinishLevel Can when a player completes a level .
// cph - this is allocated PU_LEVEL so it's gone // cancel gun flashes // cancel ir gogles // no palette changes