void Mod::load(const std::string &p) { clear(); refreshBaseModPath(); name = p; path = baseModPath + p + "/"; setActive(true); TiXmlDocument d; loadModXML(&d, p); TiXmlElement *mod = d.FirstChildElement("AquariaMod"); if (mod) { TiXmlElement *props = mod->FirstChildElement("Properties"); if (props) { if (props->Attribute("recache")){ props->Attribute("recache", &doRecache); } if (props->Attribute("runBG")){ int runBG = 0; props->Attribute("runBG", &runBG); if (runBG){ core->settings.runInBackground = true; } } if (props->Attribute("debugMenu")) { props->Attribute("debugMenu", &debugMenu); } } } #ifdef BBGE_BUILD_WINDOWS dsq->secondaryTexturePath = "./" + path + "graphics/"; #elif defined(BBGE_BUILD_UNIX) dsq->secondaryTexturePath = path + "graphics/"; #else errorLog("secondary texture path code not defined for this platform"); #endif dsq->sound->audioPath2 = path + "audio/"; dsq->sound->setVoicePath2(path + "audio/"); SkeletalSprite::secondaryAnimationPath = path + "animations/"; dsq->particleBank2 = path + "particles/"; dsq->shotBank2 = path + "shots/"; Shot::loadShotBank(dsq->shotBank1, dsq->shotBank2); particleManager->loadParticleBank(dsq->particleBank1, dsq->particleBank2); }
void Mod::load(const std::string &p) { clear(); refreshBaseModPath(); name = p; path = baseModPath + p + "/"; setLocalisationModPath(path); setActive(true); TiXmlDocument d; loadModXML(&d, p); TiXmlElement *mod = d.FirstChildElement("AquariaMod"); if (mod) { TiXmlElement *props = mod->FirstChildElement("Properties"); if (props) { if (props->Attribute("recache")) { props->Attribute("recache", &doRecache); } if (props->Attribute("runBG")) { int runBG = 0; props->Attribute("runBG", &runBG); if (runBG) { core->settings.runInBackground = true; } } if (props->Attribute("debugMenu")) { props->Attribute("debugMenu", &debugMenu); } if (props->Attribute("hasWorldMap")) { int t; props->Attribute("hasWorldMap", &t); hasMap = t; } if (props->Attribute("blockEditor")) { int t; props->Attribute("blockEditor", &t); blockEditor = t; } if (props->Attribute("worldMapRevealMethod")) { int t; props->Attribute("worldMapRevealMethod", &t); mapRevealMethod = (WorldMapRevealMethod)t; } } } dsq->secondaryTexturePath = path + "graphics/"; dsq->sound->audioPath2 = path + "audio/"; dsq->sound->setVoicePath2(path + "audio/"); SkeletalSprite::secondaryAnimationPath = path + "animations/"; dsq->particleBank2 = path + "particles/"; dsq->shotBank2 = path + "shots/"; Shot::loadShotBank(dsq->shotBank1, dsq->shotBank2); particleManager->loadParticleBank(dsq->particleBank1, dsq->particleBank2); }