}
}
Z_Free(lnames);
Z_ChangeTag(percent, PU_CACHE);
Z_ChangeTag(colon, PU_CACHE);
Z_ChangeTag(finished, PU_CACHE);
Z_ChangeTag(entering, PU_CACHE);
Z_ChangeTag(kills, PU_CACHE);
Z_ChangeTag(secret, PU_CACHE);
Z_ChangeTag(sp_secret, PU_CACHE);
Z_ChangeTag(items, PU_CACHE);
Z_ChangeTag(frags, PU_CACHE);
Z_ChangeTag(time, PU_CACHE);
Z_ChangeTag(sucks, PU_CACHE);
Z_ChangeTag(par, PU_CACHE);
Z_ChangeTag(victims, PU_CACHE);
Z_ChangeTag(killers, PU_CACHE);
Z_ChangeTag(total, PU_CACHE);
//Z_ChangeTag(star, PU_CACHE);
//Z_ChangeTag(bstar, PU_CACHE);
for (i=0 ; i<MAXPLAYERS ; i++) Z_ChangeTag(p[i], PU_CACHE);
for (i=0 ; i<MAXPLAYERS ; i++) Z_ChangeTag(bp[i], PU_CACHE);
}
void WI_Drawer (void)
{
switch (state)
{
case StatCount: if (deathmatch)
WI_drawDeathmatchStats(); else if (netgame)
WI_drawNetgameStats();
else
WI_drawStats(); break;
case ShowNextLoc: WI_drawShowNextLoc(); break;
case NoState: WI_drawNoState(); break;
}
}
void WI_initVariables(wbstartstruct_t* wbstartstruct)
{
wbs = wbstartstruct;
#ifdef RANGECHECKING
if (gamemode != commercial)
{
if ( gamemode == retail ) RNGCHECK(wbs->epsd, 0, 3);