// Reset the game when loading a save game bool saveGameReset(void) { debug(LOG_MAIN, "saveGameReset"); cdAudio_Stop(); freeAllStructs(); freeAllDroids(); freeAllFeatures(); freeAllFlagPositions(); initMission(); initTransporters(); //free up the gateway stuff? gwShutDown(); intResetScreen(true); intResetPreviousObj(); if (!mapShutdown()) { return false; } //clear out any messages freeMessages(); return true; }
// //////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////// // Free up after level specific data has been released but before base data is released // bool stageTwoShutDown(void) { debug(LOG_WZ, "== stageTwoShutDown =="); cdAudio_Stop(); freeAllStructs(); freeAllDroids(); freeAllFeatures(); freeAllFlagPositions(); if (!shutdownScripts()) { return false; } if (!messageShutdown()) { return false; } if (!mechanicsShutdown()) { return false; } if(!ShutdownRadar()) { return false; } interfaceShutDown(); cmdDroidShutDown(); //free up the gateway stuff? gwShutDown(); if (!mapShutdown()) { return false; } return true; }