//------------------------- // FX_Init // // Preps system for use //------------------------- int FX_Init( void ) { if ( fxInitialized == qfalse ) { fxInitialized = qtrue; for ( int i = 0; i < MAX_EFFECTS; i++ ) { effectList[i].mEffect = 0; } } FX_Free(); mMax = 0; mMaxTime = 0; nextValidEffect = &effectList[0]; theFxHelper.Init(); // ( nothing to see here, go away ) // extern void FX_CopeWithAnyLoadedSaveGames(); FX_CopeWithAnyLoadedSaveGames(); return true; }
//------------------------- // FX_Init // // Preps system for use //------------------------- int FX_Init( void ) { if ( fxInitialized == qfalse ) { fxInitialized = qtrue; for ( int i = 0; i < MAX_EFFECTS; i++ ) { effectList[i].mEffect = 0; } } FX_Free(); mMax = 0; mMaxTime = 0; nextValidEffect = &effectList[0]; theFxHelper.Init(); return true; }