Exemple #1
0
//------------------------------------------------------------------------
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();
}
Exemple #4
0
//------------------------------------------------------------------------
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);
}