//------------------------------------------------------------------------ void CEditorGame::OnBeforeLevelLoad() { EnablePlayer(false); ConfigureNetContext(true); SetGameRules(); m_pGame->GetIGameFramework()->GetILevelSystem()->OnLoadingStart(0); }
//------------------------------------------------------------------------ void CEditorGame::OnAfterLevelLoad(const char *levelName, const char *levelFolder) { m_pGame->GetIGameFramework()->SetEditorLevel(levelName, levelFolder); ILevel *pLevel = m_pGame->GetIGameFramework()->GetILevelSystem()->SetEditorLoadedLevel(levelName); m_pGame->GetIGameFramework()->GetILevelSystem()->OnLoadingComplete(pLevel); EnablePlayer(true); }
//------------------------------------------------------------------------ void CEditorGame::Shutdown() { gEnv->pConsole->RemoveCommand("net_reseteditorclient"); EnablePlayer(false); SetGameMode(false); m_pGameStartup->Shutdown(); }
//------------------------------------------------------------------------ void CEditorGame::OnBeforeLevelLoad() { //This must be called before ILevelSystem::OnLoadingStart (good place to free resources in editor, before next level loads) g_pGame->OnBeforeEditorLevelLoad(); EnablePlayer(false); ConfigureNetContext(true); const char *pGameRulesName = GetGameRulesName(); m_pGame->GetIGameFramework()->GetIGameRulesSystem()->CreateGameRules(pGameRulesName); m_pGame->GetIGameFramework()->GetILevelSystem()->OnLoadingStart(0); }