예제 #1
0
/*
=================
UI_Init
=================
*/
void UI_Init( int apiVersion, uiimport_t *uiimport ) 
{
	gameinfo_import_t	gameinfo_import;

	ui = *uiimport;

	if ( apiVersion != UI_API_VERSION ) {
		ui.Error( ERR_FATAL, "Bad UI_API_VERSION: expected %i, got %i\n", UI_API_VERSION, apiVersion );
	}

	_UI_Init(qfalse);

	// get static data (glconfig, media)
	ui.GetGlconfig( &uis.glconfig );

	uis.scaley = uis.glconfig.vidHeight * (1.0/480.0);
	uis.scalex = uis.glconfig.vidWidth * (1.0/640.0);

	gameinfo_import.FS_FOpenFile = ui.FS_FOpenFile;
	gameinfo_import.FS_Read = ui.FS_Read;
	gameinfo_import.FS_ReadFile = ui.FS_ReadFile;
	gameinfo_import.FS_FreeFile = ui.FS_FreeFile;
	gameinfo_import.FS_FCloseFile = ui.FS_FCloseFile;
	gameinfo_import.Cvar_Set = ui.Cvar_Set;
	gameinfo_import.Cvar_VariableStringBuffer = ui.Cvar_VariableStringBuffer;
	gameinfo_import.Cvar_Create = ui.Cvar_Create;
	gameinfo_import.Printf = ui.Printf;
//	GI_Init( &gameinfo_import );

	Menu_Cache( );

	ui.Cvar_Create( "cg_drawCrosshair", "1", CVAR_ARCHIVE );
	ui.Cvar_Create( "cg_marks", "1", CVAR_ARCHIVE );
	ui.Cvar_Create ("s_language", "english", CVAR_ARCHIVE | CVAR_NORESTART);
}
예제 #2
0
파일: ui_atoms.cpp 프로젝트: AlexXT/OpenJK
/*
=================
UI_Init
=================
*/
void UI_Init( int apiVersion, uiimport_t *uiimport, qboolean inGameLoad )
{
	ui = *uiimport;

	if ( apiVersion != UI_API_VERSION ) {
		ui.Error( ERR_FATAL, "Bad UI_API_VERSION: expected %i, got %i\n", UI_API_VERSION, apiVersion );
	}

	// get static data (glconfig, media)
	ui.GetGlconfig( &uis.glconfig );

	uis.scaley = uis.glconfig.vidHeight * (1.0/480.0);
	uis.scalex = uis.glconfig.vidWidth * (1.0/640.0);

	Menu_Cache( );

	ui.Cvar_Create( "cg_drawCrosshair", "1", CVAR_ARCHIVE );
	ui.Cvar_Create( "cg_marks", "1", CVAR_ARCHIVE );
	ui.Cvar_Create ("s_language",			"english",	CVAR_ARCHIVE | CVAR_NORESTART);
#ifndef JK2_MODE
	ui.Cvar_Create( "g_char_model",			"jedi_tf",	CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
	ui.Cvar_Create( "g_char_skin_head",		"head_a1",	CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
	ui.Cvar_Create( "g_char_skin_torso",	"torso_a1",	CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
	ui.Cvar_Create( "g_char_skin_legs",		"lower_a1",	CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
	ui.Cvar_Create( "g_char_color_red",		"255",		CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
	ui.Cvar_Create( "g_char_color_green",	"255",		CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
	ui.Cvar_Create( "g_char_color_blue",	"255",		CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
	ui.Cvar_Create( "g_saber_type",			"single",	CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
	ui.Cvar_Create( "g_saber",				"single_1",	CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
	ui.Cvar_Create( "g_saber2",				"",			CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
	ui.Cvar_Create( "g_saber_color",		"yellow",	CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
	ui.Cvar_Create( "g_saber2_color",		"yellow",	CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );

	ui.Cvar_Create( "ui_forcepower_inc",	"0",		CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART);
	ui.Cvar_Create( "tier_storyinfo",		"0",		CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART);
	ui.Cvar_Create( "tiers_complete",		"",			CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART);
	ui.Cvar_Create( "ui_prisonerobj_currtotal", "0",	CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART);
	ui.Cvar_Create( "ui_prisonerobj_mintotal",  "0",	CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART);

	ui.Cvar_Create( "g_dismemberment", "3", CVAR_ARCHIVE );//0 = none, 1 = arms and hands, 2 = legs, 3 = waist and head
	ui.Cvar_Create( "cg_gunAutoFirst", "1", CVAR_ARCHIVE );
	ui.Cvar_Create( "cg_crosshairIdentifyTarget", "1", CVAR_ARCHIVE );
	ui.Cvar_Create( "g_subtitles", "0", CVAR_ARCHIVE );
	ui.Cvar_Create( "cg_marks", "1", CVAR_ARCHIVE );
	ui.Cvar_Create( "d_slowmodeath", "3", CVAR_ARCHIVE );
	ui.Cvar_Create( "cg_shadows", "1", CVAR_ARCHIVE );

	ui.Cvar_Create( "cg_runpitch", "0.002", CVAR_ARCHIVE );
	ui.Cvar_Create( "cg_runroll", "0.005", CVAR_ARCHIVE );
	ui.Cvar_Create( "cg_bobup", "0.005", CVAR_ARCHIVE );
	ui.Cvar_Create( "cg_bobpitch", "0.002", CVAR_ARCHIVE );
	ui.Cvar_Create( "cg_bobroll", "0.002", CVAR_ARCHIVE );

	ui.Cvar_Create( "ui_disableWeaponSway", "0", CVAR_ARCHIVE );
#endif



	_UI_Init(inGameLoad);
}