LTBOOL CGlobalMgr::Init() { if (!m_DebrisMgr.Init()) { ShutdownWithError("DebrisMgr", DEBRISMGR_DEFAULT_FILE); return LTFALSE; } UBER_ASSERT( m_pFXButeMgr, "Failed to allocate m_pFXButeMgr" ); if (!m_pFXButeMgr->Init()) { ShutdownWithError("FXButeMgr", FXBMGR_DEFAULT_FILE); return LTFALSE; } if (!m_SoundFilterMgr.Init()) { ShutdownWithError("SoundFilterMgr", SFM_DEFAULT_FILE); return LTFALSE; } // Get the singleton instance of the weapon mgr and intialize it. if( !g_pWeaponMgr ) { CWeaponMgr& weaponMgr = CWeaponMgr::Instance( ); if (!weaponMgr.Init()) { ShutdownWithError("WeaponMgr", WEAPON_DEFAULT_FILE); return LTFALSE; } } //the surfaces need to be initialized before the models, because models contain //surfaces if (!m_SurfaceMgr.Init()) { ShutdownWithError("SurfaceMgr", SRFMGR_DEFAULT_FILE); return LTFALSE; } // Get the singleton instance of the weapon mgr and intialize it. if( !g_pModelButeMgr ) { CModelButeMgr& modelButeMgr = CModelButeMgr::Instance( ); if (!modelButeMgr.Init()) { ShutdownWithError("ModelButeMgr", MBMGR_DEFAULT_FILE); return LTFALSE; } } if (!m_SkillsButeMgr.Init()) { ShutdownWithError("SkillsButeMgr", SMGR_DEFAULT_FILE); return LTFALSE; } if( !m_SoundButeMgr.Init() ) { ShutdownWithError( "SoundButeMgr", SOUND_BUTES_DEFAULT_FILE ); return LTFALSE; } if (!m_DTButeMgr.Init()) { ShutdownWithError("DTButeMgr", DTMGR_DEFAULT_FILE); return LTFALSE; } return LTTRUE; }
LTBOOL CGlobalServerMgr::Init() { if( !g_pGameServerShell ) return LTFALSE; m_pServerSoundMgr = new CServerSoundMgr; m_pServerSoundMgr->Init(); // Since Client & Server are the same on PS2, we only need to do this once (when called by the client) if (!CGlobalMgr::Init()) return LTFALSE; m_pAIButeMgr = new CAIButeMgr; m_pAIButeMgr->Init(); m_pAIGoalButeMgr = new CAIGoalButeMgr; m_pAIGoalButeMgr->Init(); m_pAttachButeMgr = new CAttachButeMgr; m_pAttachButeMgr->Init(); m_pServerButeMgr = new CServerButeMgr; m_pServerButeMgr->Init(); m_pAnimationMgrList = new CAnimationMgrList; m_pAnimationMgrList->Init(); m_pPropTypeMgr = new CPropTypeMgr; m_pPropTypeMgr->Init(); m_pIntelMgr = new CIntelMgr; m_pIntelMgr->Init(); m_pKeyMgr = new CKeyMgr; m_pKeyMgr->Init(); m_pSearchItemMgr = new CSearchItemMgr; m_pSearchItemMgr->Init(); CRelationMgr::GetGlobalRelationMgr()->Init(); m_pGadgetTargetMgr = new CGadgetTargetMgr; m_pGadgetTargetMgr->Init(); m_pCommandButeMgr = new CCommandButeMgr; m_pCommandButeMgr->Init(); m_pInventoryButeMgr = new CInventoryButeMgr; m_pInventoryButeMgr->Init(); m_pTransitionMgr = debug_new( CTransitionMgr ); if( !m_pTransitionMgr ) return LTFALSE; if( g_pGameServerShell->ShouldUseRadar() ) { // Get the singleton instance of the radar type mgr and initialize it... if( !g_pRadarTypeMgr ) { CRadarTypeMgr &RadarTypeMgr = CRadarTypeMgr::Instance(); if( !RadarTypeMgr.Init() ) { ShutdownWithError( "RadarTypeMgr", RTMGR_DEFAULT_FILE ); return LTFALSE; } } } if( !g_pActivateTypeMgr ) { CActivateTypeMgr &ActivateTypeMgr = CActivateTypeMgr::Instance(); ActivateTypeMgr.Init(); } if( !g_pTriggerTypeMgr ) { CTriggerTypeMgr & TriggerTypeMgr = CTriggerTypeMgr::Instance(); TriggerTypeMgr.Init(); } return LTTRUE; }