Exemple #1
0
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();
}
Exemple #2
0
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());
}
Exemple #3
0
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());
}
Exemple #4
0
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();
}