Exemplo n.º 1
0
// called in Com_Frame, so don't take up any time! (can also be called during dedicated)
//
void SP_CheckForLanguageUpdates(void)
{
	if (sp_language && sp_language->modified)
	{
		SP_UpdateLanguage();	// force language package to reload
		sp_language->modified = false;
	}
}
Exemplo n.º 2
0
void SP_Init(void)
{
    sp_language = Cvar_Get("sp_language", va("%d", SP_LANGUAGE_ENGLISH), CVAR_ARCHIVE);
    sp_show_strip = Cvar_Get ("sv_show_strip", "0", 0);

    SP_UpdateLanguage();
    sp_language->modified = qfalse;
}
Exemplo n.º 3
0
void SP_Init(void)
{
	sp_language = Cvar_Get("sp_language", va("%d", SP_LANGUAGE_ENGLISH), CVAR_ARCHIVE | CVAR_NORESTART);
	sp_show_strip = Cvar_Get ("sp_show_strip", "0", 0);		// don't switch this on!!!!!!, test only (apparently)
	sp_leet = Cvar_Get ("sp_leet", "0", CVAR_ROM);		// do NOT leave this on in final product!!!!  (only works when == 42 anyway ;-)

//	Cvar_Set("sp_language", va("%d", SP_LANGUAGE_JAPANESE));	// stetest, do NOT leave in

	SP_UpdateLanguage();
	sp_language->modified = false;
}
Exemplo n.º 4
0
void SP_Init(void)
{
	sp_language = Cvar_Get("sp_language", va("%d", SP_LANGUAGE_ENGLISH), CVAR_ARCHIVE | CVAR_NORESTART);
	sp_show_strip = Cvar_Get ("sp_show_strip", "0", 0);

	SP_UpdateLanguage();
	sp_language->modified = qfalse;

	// Register_StringPackets...
	//	
	SP_Register("con_text", SP_REGISTER_REQUIRED);	//reference is CON_TEXT
	SP_Register("mp_ingame",SP_REGISTER_REQUIRED);	//reference is INGAMETEXT
	SP_Register("mp_svgame",SP_REGISTER_REQUIRED);	//reference is SVINGAME
	SP_Register("sp_ingame",SP_REGISTER_REQUIRED);	//reference is INGAME	, needed for item pickups
	SP_Register("keynames", 0/*SP_REGISTER_REQUIRED*/);	//reference is KEYNAMES
}