Пример #1
0
/*
================
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]);
    }  
}
Пример #3
0
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
}
Пример #4
0
/*
================
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;
}
Пример #5
0
void CL_DLLEXPORT HUD_Shutdown( void )
{
//	RecClShutdown();

    ShutdownInput();

#if defined( _TFC )
    ClearEventList();
#endif

    CL_UnloadParticleMan();
}
Пример #6
0
void CL_DLLEXPORT HUD_Shutdown( void )
{
//	RecClShutdown();

	ShutdownInput();

#if defined( _TFC )
	ClearEventList();
#endif
	
	CL_UnloadParticleMan();
	CL_UnloadGameUI();

	discord_integration::shutdown();
}