/* ================ idEvent::Init ================ */ void idEvent::Init( void ) { gameLocal.Printf( "Initializing event system\n" ); if ( eventError ) { gameLocal.Error( "%s", eventErrorMsg ); } #ifdef CREATE_EVENT_CODE void CreateEventCallbackHandler(); CreateEventCallbackHandler(); gameLocal.Error( "Wrote event callback handler" ); #endif if ( initialized ) { gameLocal.Printf( "...already initialized\n" ); ClearEventList(); return; } ClearEventList(); eventDataAllocator.Init(); gameLocal.Printf( "...%i event definitions\n", idEventDef::NumEventCommands() ); // the event system has started initialized = true; }
void TIntegration_Manager_Cstruct::GetParameters() /* -------------------------- * Author : Gilles Orazi * Created : 06/2002 * Purpose : * History : * -------------------------- */ { //setting global parameters ReduceNoise(FParams->ReduceNoise) ; UseRelativeThreshold(FParams->UseRelativeThreshold) ; ComputeBaselines(FParams->ComputeBaselines) ; SpikeReduction(FParams->SpikeReduction) ; DeltaTime(FParams->DeltaTime) ; DeadTime(FParams->DeadTime) ; PeakSat_Max(FParams->PeakSat_Max); PeakSat_Min(FParams->PeakSat_Min); //reading event list ClearEventList(); for (int idxevent = 0; idxevent<FParams->NumberOfEvents; ++idxevent) { StoreEvent(FParams->events[idxevent]); } }
void CHud :: MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf ) { // prepare all hud data HUDLIST *pList = m_pHudList; while (pList) { if ( pList->p ) pList->p->InitHUDData(); pList = pList->pNext; } #if defined( _TFC ) ClearEventList(); // catch up on any building events that are going on gEngfuncs.pfnServerCmd("sendevents"); #endif if ( g_pParticleMan ) g_pParticleMan->ResetParticles(); #if !defined( _TFC ) //Probably not a good place to put this. pBeam = pBeam2 = nullptr; #endif }
/* ================ idEvent::Shutdown ================ */ void idEvent::Shutdown( void ) { gameLocal.Printf( "Shutdown event system\n" ); if( !initialized ) { gameLocal.Printf( "...not started\n" ); return; } ClearEventList(); eventDataAllocator.Shutdown(); // say it is now shut down initialized = false; }
void CL_DLLEXPORT HUD_Shutdown( void ) { // RecClShutdown(); ShutdownInput(); #if defined( _TFC ) ClearEventList(); #endif CL_UnloadParticleMan(); }
void CL_DLLEXPORT HUD_Shutdown( void ) { // RecClShutdown(); ShutdownInput(); #if defined( _TFC ) ClearEventList(); #endif CL_UnloadParticleMan(); CL_UnloadGameUI(); discord_integration::shutdown(); }