void CGameLocalizationManager::SetCredits( bool enable ) { if(enable) { LoadTag(eLT_Credits); } else { UnloadTag(eLT_Credits); } }
int SWF::LoadSWF(const char* path) { m_pFile = new SWF_FILE; m_pFile->LoadSWF(path); if(!m_pFile->IsLoaded()) return -1; LoadHeader(m_pFile); while(!m_bIsEnd) LoadTag(m_pFile); return 0; }
void CGameLocalizationManager::OnSystemEvent( ESystemEvent event,UINT_PTR wparam,UINT_PTR lparam ) { switch (event) { case ESYSTEM_EVENT_LEVEL_LOAD_START: { LoadTag(eLT_Level); } break; case ESYSTEM_EVENT_LEVEL_UNLOAD: { UnloadTag(eLT_Level); } break; } }
void CGameLocalizationManager::LoadLocalizationData() { ILocalizationManager *pLocMan = GetISystem()->GetLocalizationManager(); string locaFile = "Libs/Localization/localization.xml"; CryLog("CGameLocalizationManager::LoadLocalizationData() is loading localization file=%s", locaFile.c_str()); if (pLocMan->InitLocalizationData(locaFile.c_str())) { LoadTag(eLT_Init); } else { LegacyLoadLocalizationData(); } }
void CGameLocalizationManager::SetGameType() { UnloadTag(eLT_GameType); LoadTag(eLT_GameType); }