Esempio n. 1
0
bool stageThreeShutDown(void)
{
	debug(LOG_WZ, "== stageThreeShutDown ==");

	removeSpotters();

	// There is an assymetry in scripts initialization and destruction, due
	// the many different ways scripts get loaded.
	if (!shutdownScripts())
	{
		return false;
	}

	challengesUp = false;
	challengeActive = false;
	isInGamePopupUp = false;

	shutdownTemplates();

	// make sure any button tips are gone.
	widgReset();

	audio_StopAll();

	if(bMultiPlayer)
	{
		multiGameShutdown();
	}

	cmdDroidMultiExpBoost(false);

	eventReset();

	// reset the script values system
	scrvReset();

	//call this here before mission data is released
	if (!missionShutDown())
	{
		return false;
	}

	/*
		When this line wasn't at this point. The PSX version always failed on the next script after the tutorial ... unexplained why?
	*/
//	bInTutorial=false;
	scrExternReset();

    //reset the run data so that doesn't need to be initialised in the scripts
    initRunData();

	resetVTOLLandingPos();

	setScriptWinLoseVideo(PLAY_NONE);

	return true;
}
Esempio n. 2
0
bool stageThreeShutDown()
{
	debug(LOG_WZ, "== stageThreeShutDown ==");

	hostlaunch = 0;

	removeSpotters();

	// There is an asymmetry in scripts initialization and destruction, due
	// the many different ways scripts get loaded.
	if (!shutdownScripts())
	{
		return false;
	}

	challengesUp = false;
	challengeActive = false;
	isInGamePopupUp = false;

	shutdownTemplates();

	// make sure any button tips are gone.
	widgReset();

	audio_StopAll();

	if (bMultiPlayer)
	{
		multiGameShutdown();
	}

	eventReset();

	// reset the script values system
	scrvReset();

	//call this here before mission data is released
	if (!missionShutDown())
	{
		return false;
	}

	scrExternReset();

	// reset the run data so that doesn't need to be initialised in the scripts
	initRunData();

	resetVTOLLandingPos();

	setScriptWinLoseVideo(PLAY_NONE);

	return true;
}