void CGameSA::Reset(void) { // Things to do if the game was loaded if (GetSystemState() == GS_PLAYING_GAME) { // Extinguish all fires m_pFireManager->ExtinguishAllFires(); // Restore camera stuff m_pCamera->Restore(); m_pCamera->SetFadeColor(0, 0, 0); m_pCamera->Fade(0, FADE_OUT); Pause(false); // We don't have to pause as the fadeout will stop the sound. Pausing it will make the fadein next start ugly m_pHud->Disable(false); DisableRenderer(false); // Restore the HUD m_pHud->Disable(false); m_pHud->SetComponentVisible(HUD_ALL, true); // Restore model exhaust fumes positions CModelInfoSA::ResetAllVehicleExhaustFumes(); } }
void CGameSA::Reset ( void ) { // Things to do if the game was loaded if ( GetSystemState () == GS_PLAYING_GAME ) { // Extinguish all fires m_pFireManager->ExtinguishAllFires(); // Restore camera stuff m_pCamera->Restore (); m_pCamera->SetFadeColor ( 0, 0, 0 ); m_pCamera->Fade ( 0, FADE_OUT ); Pause ( false ); // We don't have to pause as the fadeout will stop the sound. Pausing it will make the fadein next start ugly m_pHud->Disable ( false ); DisableRenderer ( false ); // Restore the HUD m_pHud->Disable ( false ); m_pHud->DisableAll ( false ); } }
// Well, has it? bool CGameSA::HasCreditScreenFadedOut ( void ) { BYTE ucAlpha = *(BYTE*)0xBAB320; bool bCreditScreenFadedOut = ( GetSystemState() >= 7 ) && ( ucAlpha < 6 ); return bCreditScreenFadedOut; }