void Shutdown() { CLog *pLog = CLog::Instance(); CAudioManager *pAudio = CAudioManager::Instance(); pLog->Log("************ Shutting Down ************"); // Properly shut down the current game object first g_pCurrent->deactivate(); delete g_pStatePlay; delete g_pStateMain; delete g_pStateIntro; delete g_pStateHistory; delete g_pStateReload; delete g_pStateCredits; delete g_pStateSelect; delete g_pStateAwards; delete g_pStateWin; delete g_pStateLose; delete g_pStateStatus; delete g_pStateChart; delete g_pStateControl; delete g_pStateEnd; delete g_pStateScope; delete g_pStateSonar; delete g_pStateFireControl; delete g_pStateRadar; pLog->Log("Game state pointers deleted!"); pAudio->KillAll(); ::ShowCursor(false); //::Sleep(2000); //::ShowCursor(true); //turn mouse cursor back on pLog->Log("Audio sounds are all killed!"); pLog->Log("*************************************"); pLog->Log("Program ended!"); pLog->Log("*************************************"); // Kill the main window DestroyWindow( g_hWnd ); g_hWnd = NULL; }
void cGameStateChart::deactivate(){ CAudioManager *pAudio = CAudioManager::Instance(); pAudio->KillAll(); //g_Audio.KillAll(); }
void CGameStateHelp::Deactivate(CGameData &data){ CAudioManager *pAudio = CAudioManager::Instance(); pAudio->KillAll(); }
void CGameStatePlay2::Deactivate(){ CAudioManager *pAudio = CAudioManager::Instance(); pAudio->KillAll(); }
void cGameStateFireControl::deactivate(){ CAudioManager *pAudio = CAudioManager::Instance(); pAudio->KillAll(); //g_Audio.KillAll(); }
void cGameStateEditor::deactivate(){ CAudioManager *pAudio = CAudioManager::Instance(); pAudio->KillAll(); // Delete<psys::PSystem*>( Gun ); }
void cGameStateIntro::deactivate(){ CAudioManager *pAudio = CAudioManager::Instance(); pAudio->KillAll(); }