void Com_Shutdown (void) { CM_ClearMap(); CM_FreeShaderText(); if (logfile) { FS_FCloseFile (logfile); logfile = 0; } if (speedslog) { FS_Write("\n};", strlen("\n};"), speedslog); FS_FCloseFile (speedslog); speedslog = 0; } if (camerafile) { FS_FCloseFile (camerafile); camerafile = 0; } if ( com_journalFile ) { FS_FCloseFile( com_journalFile ); com_journalFile = 0; } #ifdef JK2_MODE JK2SP_Shutdown(); #else SE_ShutDown();//close the string packages #endif extern void Netchan_Shutdown(); Netchan_Shutdown(); }
void CM_LoadShaderText(qboolean forceReload) { if(forceReload) { CM_FreeShaderText(); } if(shaderText) { return; } // Com_Printf("Loading shader text .....\n"); CM_LoadShaderFiles(); CM_CreateShaderTextHash(); //Com_Printf("..... %d shader definitions loaded\n", shaderTextTable.count()); }
void CM_LoadShaderText(qboolean forceReload) { if(forceReload) { CM_FreeShaderText(); } // Above no longer blows away shader text, so we DO need to re-make the hash tables: /* if(shaderText) { return; } */ // Com_Printf("Loading shader text .....\n"); CM_LoadShaderFiles(); CM_CreateShaderTextHash(); //Com_Printf("..... %d shader definitions loaded\n", shaderTextTable.count()); }
void Com_Shutdown (void) { CM_ClearMap(); CM_FreeShaderText(); if (logfile) { FS_FCloseFile (logfile); logfile = 0; } if (speedslog) { FS_Write("\n};", strlen("\n};"), speedslog); FS_FCloseFile (speedslog); speedslog = 0; } if (camerafile) { FS_FCloseFile (camerafile); camerafile = 0; } if ( com_journalFile ) { FS_FCloseFile( com_journalFile ); com_journalFile = 0; } #ifndef __NO_JK2 if(com_jk2 && com_jk2->integer) { JK2SP_Shutdown(); } else #endif SE_ShutDown();//close the string packages extern void Netchan_Shutdown(); Netchan_Shutdown(); }