rendered paste bodyvoid Stats::ResetStatsArray(int id)
{
UserStats[id].HasDoneSomething = false;
for(int i=1;i<MAX_WEAPONS;i++)
{
UserStats[id].WeaponStats[i]->Damage = 0;
UserStats[id].WeaponStats[i]->HitBoxChest = 0;
UserStats[id].WeaponStats[i]->HitBoxHead = 0;
UserStats[id].WeaponStats[i]->HitBoxLeftArm = 0;
UserStats[id].WeaponStats[i]->HitBoxLeftLeg = 0;
UserStats[id].WeaponStats[i]->HitBoxRightArm = 0;
UserStats[id].WeaponStats[i]->HitBoxRightLeg = 0;
UserStats[id].WeaponStats[i]->HitBoxStomach = 0;
UserStats[id].WeaponStats[i]->Hits = 0;
UserStats[id].WeaponStats[i]->Kills= 0;
UserStats[id].WeaponStats[i]->Miss = 0 ;
UserStats[id].WeaponStats[i]->WeaponIndex = 0;
UserStats[id].WeaponStats[i]->Shots = 0;
UserStats[id].WeaponStats[i]->WeaponUsed = false;
}
}
OR
void Stats::ResetStatsArray(int id)
{
UserStats[id].HasDoneSomething = false;
for(int i=1;i<MAX_WEAPONS;i++)
{
ConstWeaponStats *WeaponStats = UserStats[id].WeaponStats[i];
WeaponStats->Damage = 0;
WeaponStats->HitBoxChest = 0;
WeaponStats->HitBoxHead = 0;
WeaponStats->HitBoxLeftArm = 0;
WeaponStats->HitBoxLeftLeg = 0;
WeaponStats->HitBoxRightArm = 0;
WeaponStats->HitBoxRightLeg = 0;
WeaponStats->HitBoxStomach = 0;
WeaponStats->Hits = 0;
WeaponStats->Kills= 0;
WeaponStats->Miss = 0 ;
WeaponStats->WeaponIndex = 0;
WeaponStats->Shots = 0;
WeaponStats->WeaponUsed = false;
}
}