components/prboom/wi_stuff.c
// ====================================================================
// WI_initNetgameStats
// Purpose: Prepare for coop game stats
// Args:    none
// Returns: void
//
WI_initNetgameStats
Purpose: Prepare for coop game stats
Args:    none
Returns: void
WI_initNetgameStats Purpose : Prepare for coop game stats Args : none Returns : void
void WI_initNetgameStats(void)
{
  int i;
  state = StatCount;
  acceleratestage = 0;
  ng_state = 1;
  cnt_pause = TICRATE;
  cnt_kills = calloc(MAXPLAYERS, sizeof(*cnt_kills));
  cnt_items = calloc(MAXPLAYERS, sizeof(*cnt_items));
  cnt_secret= calloc(MAXPLAYERS, sizeof(*cnt_secret));
  cnt_frags = calloc(MAXPLAYERS, sizeof(*cnt_frags));
  for (i=0 ; i<MAXPLAYERS ; i++)
    if (playeringame[i])
      dofrags += WI_fragSum(i);
  dofrags = !!dofrags; 
  WI_initAnimatedBack();
}
void WI_initNetgameStats ( void ) { int i ; state = StatCount ; acceleratestage = 0 ; ng_state = 1 ; cnt_pause = TICRATE ; cnt_kills = calloc ( MAXPLAYERS , sizeof ( * cnt_kills ) ) ; cnt_items = calloc ( MAXPLAYERS , sizeof ( * cnt_items ) ) ; cnt_secret = calloc ( MAXPLAYERS , sizeof ( * cnt_secret ) ) ; cnt_frags = calloc ( MAXPLAYERS , sizeof ( * cnt_frags ) ) ; for ( i = 0 ; i < MAXPLAYERS ; i ++ ) if ( playeringame [ i ] ) dofrags += WI_fragSum ( i ) ; dofrags = ! ! dofrags ; WI_initAnimatedBack ( ) ; }
WI_initNetgameStats
Purpose: Prepare for coop game stats
Args:    none
Returns: void
WI_initNetgameStats Purpose : Prepare for coop game stats Args : none Returns : void
// CPhipps - allocate these dynamically, blank with calloc // set to true or false - did we have frags?