bool LevelManager::GetTypeInitialize() { bool result; //Release the Current menu if(m_pCurrent) { m_pCurrent.reset(); m_pCurrent = 0; } //Initialize the New Level using the Level State switch(e_levelType) { case MENU: result = InitializeMainMenu(); break; case EDITOR: result = InitializeEditor(); break; case LEVEL: result = InitializeLevel<Level>(m_pBundle->GetLevel(), m_pBundle->GetContinue()); break; case CUSTOM: result = InitializeLevel<Level>(m_levelPath); break; } if(!result) return false; return true; }
bool GameInitialize() { if(!InitializeMainMenu()) return false; return true; }