CSPAnalyst::~CSPAnalyst() { IGameFramework *pGF = g_pGame->GetIGameFramework(); if(m_bEnabled) pGF->GetIGameplayRecorder()->UnregisterListener(this); pGF->GetILevelSystem()->RemoveListener(this); pGF->UnregisterListener(this); }
void CEditorGame::SetGameRules() { IGameFramework *pGameFramework = g_pGame->GetIGameFramework(); IConsole *pConsole = gEnv->pConsole; const char *szGameRules = NULL; const char *szLevelName = pConsole->GetCVar("sv_map")->GetString(); ILevelInfo *pLevelInfo = pGameFramework->GetILevelSystem()->GetLevelInfo(szLevelName); if (pLevelInfo) { szGameRules = pLevelInfo->GetDefaultGameRules(); } if (!szGameRules) { szGameRules = s_pEditorGame->m_bUsingMultiplayerGameRules ? "DeathMatch" : "SinglePlayer"; } pGameFramework->GetIGameRulesSystem()->CreateGameRules(szGameRules); pConsole->GetCVar("sv_gamerules")->Set(szGameRules); }
CSPAnalyst::CSPAnalyst() : m_bEnabled(false), m_bChainLoad(false) { IGameFramework *pGF = g_pGame->GetIGameFramework(); pGF->GetILevelSystem()->AddListener(this); pGF->RegisterListener(this, "CSPAnalyst", eFLPriority_Game); }