void CGame::Initialise() { // Update client state to state ingame g_pCore->SetClientState(GAME_STATE_INGAME); // Initialise/Patch our pools(IVPed,IVVehicle,IVTask) m_pPool->Initialize(); // Create our camera instance if it doesn't exist/isn't created yet CCamera * pCamera = new CCamera; if(!m_pCamera) m_pCamera = pCamera; // Create our manager instance if it doesn't exist/isn't created yet if(!m_pPlayerManager) m_pPlayerManager = new CPlayerManager; // Create our manager instance if it doesn't exist/isn't created yet if(!m_pVehicleManager) m_pVehicleManager = new CVehicleManager; // Create our manager instance if it doesn't exist/isn't created yet if(!m_pActorManager) m_pActorManager = new CActorManager; // Create our manager instance if it doesn't exist/isn't created yet if(!m_pObjectManager) m_pObjectManager = new CObjectManager; // Create our manager instance if it doesn't exist/isn't created yet if(!m_pFireManager) m_pFireManager = new CFireManager; // Create our manager instance if it doesn't exist/isn't created yet if(!m_pPickupManager) m_pPickupManager = new CPickupManager; // Create our manager instance if it doesn't exist/isn't created yet if(!m_p3DLabelManager) m_p3DLabelManager = new C3DLabelManager; // Create our manager instance if it doesn't exist/isn't created yet if(!m_pBlipManager) m_pBlipManager = new CBlipManager; // Create our manager instance if it doesn't exist/isn't created yet if(!m_pCheckpointManager) m_pCheckpointManager = new CCheckpointManager; // Show the chat g_pCore->GetChat()->SetVisible(true); OnEnvironmentStartUp(false); PrepareWorld(); }
void CGame::RenderRAGEScripts() { // If our loacl player isn't create, try to create it if(!m_LocalPlayerInitialised) OnEnvironmentStartUp(true); // If our network manager exists process it if(g_pCore->GetNetworkManager()) g_pCore->GetNetworkManager()->Pulse(); // If our local player exists, pulse him if(m_pLocalPlayer) m_pLocalPlayer->Pulse(); }
void CGame::RenderRAGEScripts() { // If our loacl player isn't create, try to create it if(!m_LocalPlayerInitialised) OnEnvironmentStartUp(true); }