void GameLoad() { // Initialize the pools CGame::GetPools()->Initialize(); CLogFile::Printf("Initialized pools"); // Reset the game InternalResetGame(true); }
// jenksta: NOTE: Can only be called with bResetNow = true from the game script thread void CClient::ResetGame(bool bResetNow, bool bAutoConnect) { // If requested reset the game now if(bResetNow) InternalResetGame(bAutoConnect); else { m_bResetGame = true; m_bAutoConnect = bAutoConnect; } }
void GameScriptProcess() { // Do we need to reset the game? if(g_bResetGame) { // Reset the game InternalResetGame(true); // Flag the game as no longer needed to reset g_bResetGame = false; } // If our network manager exists process it if(g_pNetworkManager) g_pNetworkManager->Process(); // HACKY! // TEMP! TODO: Anywhere in GTA there's a function which checks if the engine is turned on or off... // ...If the player is in the vehicle, it will turn it automatic on -.- if(g_pLocalPlayer) { if(g_pLocalPlayer->GetVehicle() != NULL) { // TEMP! TODO: Anywhere in GTA there's a function which checks if the engine is turned on or off... // ...If the player is in the vehicle, it will turn it automatic on -.- if(!g_pLocalPlayer->GetVehicle()->GetEngineState()) g_pLocalPlayer->GetVehicle()->SetEngineState(false); } } for(EntityId playerId = 0; playerId < MAX_PLAYERS; playerId++) { if(g_pPlayerManager->DoesExist(playerId)) { if(g_pPlayerManager->GetAt(playerId)->GetVehicle() != NULL) { if(!g_pPlayerManager->GetAt(playerId)->GetVehicle()->GetEngineState() != NULL) g_pPlayerManager->GetAt(playerId)->GetVehicle()->SetEngineState(false); } } } // Hide the loading screens g_pMainMenu->HideLoadingScreen(); // If we have text to draw draw it if(iTextTime > 0) { if((int)(SharedUtility::GetTime() - dwTextStartTick) < iTextTime) Scripting::DisplayTextWithLiteralString(fTextPos[0], fTextPos[1], "STRING", strTextText); else iTextTime = 0; } }
void CClient::OnGameLoad() { // Initialize the pools CGame::GetPools()->Initialize(); CLogFile::Printf("Initialized pools"); // Reset the game InternalResetGame(m_bAutoConnect); // Flag as no longer needed to auto connect m_bAutoConnect = false; }
void CClient::OnGameProcess() { // Do we need to reset the game? if(m_bResetGame) { // Reset the game InternalResetGame(m_bAutoConnect); // Flag as no longer needed to auto connect m_bAutoConnect = false; // Flag the game as no longer needed to reset m_bResetGame = false; } // If our network manager exists process it if(m_pNetworkManager) m_pNetworkManager->Process(); // HACKY! FIXME, for real // TEMP! TODO: Anywhere in GTA there's a function which checks if the engine is turned on or off... // ...If the player is in the vehicle, it will turn it automatic on -.- if(m_pLocalPlayer) { if(m_pLocalPlayer->GetVehicle()) { // jenksta: Then find all references to CVehicle::TurnEngineOn and find which call is for when // the player enters the vehicle? if(m_pLocalPlayer->GetVehicle()->GetEngineState() == false) m_pLocalPlayer->GetVehicle()->SetEngineState(false); } } // If we have text to draw draw it if(iTextTime > 0) { if((int)(SharedUtility::GetTime() - dwTextStartTick) < iTextTime) Scripting::DisplayTextWithLiteralString(fTextPos[0], fTextPos[1], "STRING", strTextText); else iTextTime = 0; } }