void SceneManager::LoadLevel(Ogre::String levelfile, bool load_dynamic) { Msg msg; msg.typeID = GlobalMessageIDs::LOADLEVEL_BEGIN; MessageSystem::Instance().MulticastMessage(msg, true); ClearGameObjects(); LoadSave::LoadSystem *ls = LoadSave::LoadSave::Instance().LoadFile(levelfile); std::shared_ptr<DataMap> levelparams = ls->LoadTypedObject<DataMap>(); SetParameters(levelparams.get()); std::vector<GameObjectPtr> objects; ls->LoadAtom("vector<GameObjectPtr>", &objects); //objects call RegisterObject ls->CloseFile(); delete ls; CreateNavigationMesh(); msg.typeID = GlobalMessageIDs::LOADLEVEL_END; MessageSystem::Instance().MulticastMessage(msg, true); }
void SceneManager::Reset() { AIManager::Instance().GetNavigationMesh()->Reset(); ClearGameObjects(); SetToOutdoor(); }
Vehicle::Vehicle(uint64 guid) : Creature(guid) { sLog.outDebug("Vehicle Constructed"); ClearGameObjects(); ClearPassengers(); }