/* ================= CL_FlushMemory Called by CL_MapLoading, CL_Connect_f, and CL_ParseGamestate the only ways a client gets into a game Also called by Com_Error ================= */ void CL_FlushMemory( void ) { // clear sounds (moved higher up within this func to avoid the odd sound stutter) S_DisableSounds(); // unload the old VM CL_ShutdownCGame(); CL_ShutdownUI(); if ( re.Shutdown ) { re.Shutdown( qfalse ); // don't destroy window or context } //rwwFIXMEFIXME: The game server appears to continue running, so clearing common bsp data causes crashing and other bad things /* CM_ClearMap(); */ cls.soundRegistered = qfalse; cls.rendererStarted = qfalse; #ifdef _IMMERSION CL_ShutdownFF(); cls.forceStarted = qfalse; #endif // _IMMERSION }
/* ================= CL_FlushMemory Called by CL_MapLoading, CL_Connect_f, and CL_ParseGamestate the only ways a client gets into a game Also called by Com_Error ================= */ void CL_FlushMemory( void ) { // clear sounds (moved higher up within this func to avoid the odd sound stutter) S_DisableSounds(); // unload the old VM CL_ShutdownCGame(); CL_ShutdownUI(); if ( re.Shutdown ) { re.Shutdown( qfalse ); // don't destroy window or context } cls.soundRegistered = qfalse; cls.rendererStarted = qfalse; }