void DynamicDataLoader::unload_data() { finalized = false; json_flag::reset(); requirement_data::reset(); vitamin::reset(); emit::reset(); activity_type::reset(); fault::reset(); materials::reset(); profession::reset(); Skill::reset(); dreams.clear(); // clear techniques, martial arts, and ma buffs clear_techniques_and_martial_arts(); // Mission types are not loaded from json, but they depend on // the overmap terrain + items and that gets loaded from json. mission_type::reset(); item_controller->reset(); mutations_category.clear(); mutation_category_trait::reset(); mutation_branch::reset_all(); reset_bionics(); clear_tutorial_messages(); reset_furn_ter(); MonsterGroupManager::ClearMonsterGroups(); SNIPPET.clear_snippets(); vehicle_prototype::reset(); vpart_info::reset(); MonsterGenerator::generator().reset(); reset_recipe_categories(); recipe_dictionary::reset(); quality::reset(); trap::reset(); reset_constructions(); overmap_terrains::reset(); reset_region_settings(); reset_mapgens(); reset_effect_types(); reset_speech(); overmap_connections::reset(); overmap_locations::reset(); overmap_specials::reset(); ammunition_type::reset(); unload_talk_topics(); start_location::reset(); scenario::reset(); gates::reset(); reset_overlay_ordering(); npc_class::reset_npc_classes(); rotatable_symbols::reset(); body_part_struct::reset(); npc_template::reset(); anatomy::reset(); // TODO: // Name::clear(); }
void DynamicDataLoader::unload_data() { vitamin::reset(); fault::reset(); material_type::reset(); profession::reset(); Skill::reset(); computer::clear_lab_notes(); dreams.clear(); clear_hints(); // clear techniques, martial arts, and ma buffs clear_techniques_and_martial_arts(); // Mission types are not loaded from json, but they depend on // the overmap terrain + items and that gets loaded from json. mission_type::reset(); item_controller->reset(); mutations_category.clear(); mutation_category_traits.clear(); mutation_branch::reset_all(); reset_bionics(); clear_tutorial_messages(); reset_furn_ter(); MonsterGroupManager::ClearMonsterGroups(); SNIPPET.clear_snippets(); vehicle_prototype::reset(); vpart_info::reset(); MonsterGenerator::generator().reset(); reset_recipe_categories(); reset_recipes(); quality::reset(); trap::reset(); reset_constructions(); reset_overmap_terrain(); reset_region_settings(); reset_mapgens(); reset_effect_types(); reset_speech(); clear_overmap_specials(); ammunition_type::reset(); unload_talk_topics(); start_location::reset(); scenario::reset(); gates::reset(); reset_overlay_ordering(); g->options.clear(); // TODO: // NameGenerator::generator().clear_names(); }
void DynamicDataLoader::unload_data() { material_type::reset(); profession::reset(); Skill::reset(); computer::clear_lab_notes(); dreams.clear(); clear_hints(); // clear techniques, martial arts, and ma buffs clear_techniques_and_martial_arts(); // Mission types are not loaded from json, but they depend on // the overmap terrain + items and that gets loaded from json. g->mission_types.clear(); item_controller->clear_items_and_groups(); mutations_category.clear(); mutation_data.clear(); traits.clear(); reset_bionics(); clear_tutorial_messages(); furnlist.clear(); furnmap.clear(); terlist.clear(); termap.clear(); MonsterGroupManager::ClearMonsterGroups(); SNIPPET.clear_snippets(); g->reset_vehicles(); g->reset_vehicleparts(); MonsterGenerator::generator().reset(); reset_recipe_categories(); reset_recipes(); quality::reset(); release_traps(); reset_constructions(); reset_overmap_terrain(); reset_region_settings(); reset_mapgens(); reset_effect_types(); reset_speech(); iuse::reset_bullet_pulling(); clear_overmap_specials(); // artifacts are not loaded from json, but must be unloaded anyway. artifact_itype_ids.clear(); // TODO: // NameGenerator::generator().clear_names(); }