void Vehicle::Init() { // Cache CacheEntities(); CacheEffects(); // Init InitPhysics(); InitHUD(); InitSounds(); }
int main(int argc, char** argv) { #ifdef _DEBUG cout << "***DEBUG BUILD***" << endl; #endif ncc::whoami(); InitRun(argc,argv); InitGlut(argc,argv); InitHUD(); InitDevIL(); InitPhysX(); InitCUDA(); InitExperiment(); glutMainLoop(); // enter event processing return 0; // never actually reached. }
void InitCharacter() { /*** RWH cleans up the character initialisation it would be nice if this can be called when we load up a game of a different character ***/ // load charcater specific rif and sounds if(player_rif != INVALID_RIFFHANDLE) { // we already have a player loaded - delete the bastard avp_undo_rif_load(player_rif); } if(alien_weapon_rif != INVALID_RIFFHANDLE) { // we already have a player loaded - delete the bastard avp_undo_rif_load(alien_weapon_rif); } if(marine_weapon_rif != INVALID_RIFFHANDLE) { // we already have a player loaded - delete the bastard avp_undo_rif_load(marine_weapon_rif); } if(predator_weapon_rif != INVALID_RIFFHANDLE) { // we already have a player loaded - delete the bastard avp_undo_rif_load(predator_weapon_rif); } #if MaxImageGroups==1 InitialiseTextures(); #else SetCurrentImageGroup(0); DeallocateCurrentImages(); #endif //Start_Progress_Bar(); //Set_Progress_Bar_Position(PBAR_HUD_START); switch(AvP.Network) { case I_No_Network: { // set up the standard single player game switch(AvP.PlayerType) { case I_Marine: { marine_weapon_rif = avp_load_rif("avp_huds/marwep.rif"); //Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL*.25); player_rif = avp_load_rif("avp_huds/marine.rif"); break; } case I_Predator: { predator_weapon_rif = avp_load_rif("avp_huds/pred_hud.rif"); //Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL*.25); player_rif = avp_load_rif("avp_huds/predator.rif"); break; } case I_Alien: { #if ALIEN_DEMO alien_weapon_rif = avp_load_rif("alienavp_huds/alien_hud.rif"); //Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL*.25); player_rif = avp_load_rif("alienavp_huds/alien.rif"); #else alien_weapon_rif = avp_load_rif("avp_huds/alien_hud.rif"); //Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL*.25); player_rif = avp_load_rif("avp_huds/alien.rif"); #endif break; } default: { GLOBALASSERT(2<1); } } break; } default: { // set up a multiplayer game - here becuse we might end // up with a cooperative game //load all weapon rifs marine_weapon_rif = avp_load_rif("avp_huds/marwep.rif"); predator_weapon_rif = avp_load_rif("avp_huds/pred_hud.rif"); alien_weapon_rif = avp_load_rif("avp_huds/alien_hud.rif"); //Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL*.25); player_rif = avp_load_rif("avp_huds/multip.rif"); } } //Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL*.5); #if MaxImageGroups>1 SetCurrentImageGroup(0); #endif copy_rif_data(player_rif,CCF_IMAGEGROUPSET,PBAR_HUD_START+PBAR_HUD_INTERVAL*.5,PBAR_HUD_INTERVAL*.25); //Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL*.75); if(alien_weapon_rif!=INVALID_RIFFHANDLE) copy_rif_data(alien_weapon_rif,CCF_LOAD_AS_HIERARCHY_IF_EXISTS|CCF_IMAGEGROUPSET|CCF_DONT_INITIALISE_TEXTURES,PBAR_HUD_START+PBAR_HUD_INTERVAL*.5,PBAR_HUD_INTERVAL*.25); if(marine_weapon_rif!=INVALID_RIFFHANDLE) copy_rif_data(marine_weapon_rif,CCF_LOAD_AS_HIERARCHY_IF_EXISTS|CCF_IMAGEGROUPSET|CCF_DONT_INITIALISE_TEXTURES,PBAR_HUD_START+PBAR_HUD_INTERVAL*.5,PBAR_HUD_INTERVAL*.25); if(predator_weapon_rif!=INVALID_RIFFHANDLE) copy_rif_data(predator_weapon_rif,CCF_LOAD_AS_HIERARCHY_IF_EXISTS|CCF_IMAGEGROUPSET|CCF_DONT_INITIALISE_TEXTURES,PBAR_HUD_START+PBAR_HUD_INTERVAL*.5,PBAR_HUD_INTERVAL*.25); //Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL); copy_chunks_from_environment(0); /*KJL************************************* * Setup generic data for weapons etc * *************************************KJL*/ InitialiseEquipment(); InitHUD(); }
void LevelManager_SetupLevel() { InitHUD(); SetupSection(&level001Section001Definition); }