static void SetUpTestCase() { TEST_Init(); PTL_InitStartup(); vid_imagePool = Mem_CreatePool("Vid: Image system"); cl_genericPool = Mem_CreatePool("Client: Generic"); r_state.active_texunit = &r_state.texunits[0]; R_FontInit(); UI_Init(); OBJZERO(cls); Com_ParseScripts(false); }
void TEST_Shutdown (void) { PTL_InitStartup(); R_ShutdownImages(); SV_Shutdown("test shutdown", false); FS_Shutdown(); UI_Shutdown(); Cmd_Shutdown(); developer = nullptr; Cvar_Shutdown(); Mem_Shutdown(); Com_Shutdown(); Cbuf_Shutdown(); NET_Shutdown(); com_aliasSysPool = nullptr; com_cmdSysPool = nullptr; com_cmodelSysPool = nullptr; com_cvarSysPool = nullptr; com_fileSysPool = nullptr; com_genericPool = nullptr; }
/** * @brief Calls all reset functions for all subsystems like production and research * also initializes the cvars and commands * @sa CL_Init */ static void CL_InitLocal (void) { CL_SetClientState(ca_disconnected); cls.realtime = Sys_Milliseconds(); /* register our variables */ cl_introshown = Cvar_Get("cl_introshown", "0", CVAR_ARCHIVE, "Only show the intro once at the initial start"); cl_fps = Cvar_Get("cl_fps", "0", CVAR_ARCHIVE, "Show frames per second"); cl_log_battlescape_events = Cvar_Get("cl_log_battlescape_events", "1", 0, "Log all battlescape events to events.log"); cl_selected = Cvar_Get("cl_selected", "0", CVAR_NOSET, "Current selected soldier"); cl_connecttimeout = Cvar_Get("cl_connecttimeout", "25000", CVAR_ARCHIVE, "Connection timeout for multiplayer connects"); /* userinfo */ cl_name = Cvar_Get("cl_name", Sys_GetCurrentUser(), CVAR_USERINFO | CVAR_ARCHIVE, "Playername"); cl_teamnum = Cvar_Get("cl_teamnum", "1", CVAR_USERINFO | CVAR_ARCHIVE, "Preferred teamnum for multiplayer teamplay games"); cl_ready = Cvar_Get("cl_ready", "0", CVAR_USERINFO, "Ready indicator in the userinfo for tactical missions"); cl_msg = Cvar_Get("cl_msg", "2", CVAR_USERINFO | CVAR_ARCHIVE, "Sets the message level for server messages the client receives"); sv_maxclients = Cvar_Get("sv_maxclients", "1", CVAR_SERVERINFO, "If sv_maxclients is 1 we are in singleplayer - otherwise we are multiplayer mode (see sv_teamplay)"); masterserver_url = Cvar_Get("masterserver_url", MASTER_SERVER, CVAR_ARCHIVE, "URL of UFO:AI masterserver"); cl_map_debug = Cvar_Get("debug_map", "0", 0, "Activate realtime map debugging options - bitmask. Valid values are 0, 1, 3 and 7"); cl_le_debug = Cvar_Get("debug_le", "0", 0, "Activates some local entity debug rendering"); cl_trace_debug = Cvar_Get("debug_trace", "0", 0, "Activates some client side trace debug rendering"); cl_leshowinvis = Cvar_Get("cl_leshowinvis", "0", CVAR_ARCHIVE, "Show invisible local entities as null models"); /* register our commands */ Cmd_AddCommand("check_cvars", CL_CheckCvars_f, "Check cvars like playername and so on"); Cmd_AddCommand("targetalign", CL_ActorTargetAlign_f, N_("Target your shot to the ground")); Cmd_AddCommand("cl_setratiofilter", CL_SetRatioFilter_f, "Filter the resolution screen list with a ratio"); Cmd_AddCommand("cmd", CL_ForwardToServer_f, "Forward to server"); Cmd_AddCommand("cl_userinfo", CL_UserInfo_f, "Prints your userinfo string"); #ifdef ACTIVATE_PACKET_COMMAND /* this is dangerous to leave in */ Cmd_AddCommand("packet", CL_Packet_f, "Dangerous debug function for network testing"); #endif Cmd_AddCommand("quit", CL_Quit_f, "Quits the game"); Cmd_AddCommand("env", CL_Env_f); Cmd_AddCommand(CL_PRECACHE, CL_Precache_f, "Function that is called at mapload to precache map data"); Cmd_AddCommand(CL_SPAWNSOLDIERS, CL_SpawnSoldiers_f, "Spawns the soldiers for the selected teamnum"); Cmd_AddCommand(CL_STARTMATCH, CL_StartMatch_f, "Start the match once every player is ready"); Cmd_AddCommand("cl_configstrings", CL_ShowConfigstrings_f, "Print client configstrings to game console"); Cmd_AddCommand("cl_openurl", CL_OpenURL_f, "Opens the given url in a browser"); /* forward to server commands * the only thing this does is allow command completion * to work -- all unknown commands are automatically * forwarded to the server */ Cmd_AddCommand("say", nullptr, "Chat command"); Cmd_AddCommand("say_team", nullptr, "Team chat command"); Cmd_AddCommand("players", nullptr, "List of team and player name"); #ifdef DEBUG Cmd_AddCommand("debug_cgrid", Grid_DumpWholeClientMap_f, "Shows the whole client side pathfinding grid of the current loaded map"); Cmd_AddCommand("debug_croute", Grid_DumpClientRoutes_f, "Shows the whole client side pathfinding grid of the current loaded map"); Cmd_AddCommand("debug_listle", LE_List_f, "Shows a list of current know local entities with type and status"); Cmd_AddCommand("debug_listlm", LM_List_f, "Shows a list of current know local models"); /* forward commands again */ Cmd_AddCommand("debug_edictdestroy", nullptr, "Call the 'destroy' function of a given edict"); Cmd_AddCommand("debug_edictuse", nullptr, "Call the 'use' function of a given edict"); Cmd_AddCommand("debug_edicttouch", nullptr, "Call the 'touch' function of a given edict"); Cmd_AddCommand("debug_killteam", nullptr, "Kills a given team"); Cmd_AddCommand("debug_stunteam", nullptr, "Stuns a given team"); Cmd_AddCommand("debug_listscore", nullptr, "Shows mission-score entries of all team members"); Cmd_AddCommand("debug_statechange", nullptr, "Change the state of an edict"); #endif IN_Init(); CL_ServerEventsInit(); CL_CameraInit(); CL_BattlescapeRadarInit(); CLMN_InitStartup(); TUT_InitStartup(); PTL_InitStartup(); GAME_InitStartup(); WEB_InitStartup(); ACTOR_InitStartup(); TEAM_InitStartup(); TOTD_InitStartup(); HUD_InitStartup(); INV_InitStartup(); HTTP_InitStartup(); }