void Stats::ResetStatsArray(int id) { UserStats[id].HasDoneSomething = false; for(int i=1;iDamage = 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;iDamage = 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; } }