/* ================= UI_Init ================= */ void UI_Init( int apiVersion, uiimport_t *uiimport ) { gameinfo_import_t gameinfo_import; ui = *uiimport; if ( apiVersion != UI_API_VERSION ) { ui.Error( ERR_FATAL, "Bad UI_API_VERSION: expected %i, got %i\n", UI_API_VERSION, apiVersion ); } _UI_Init(qfalse); // get static data (glconfig, media) ui.GetGlconfig( &uis.glconfig ); uis.scaley = uis.glconfig.vidHeight * (1.0/480.0); uis.scalex = uis.glconfig.vidWidth * (1.0/640.0); gameinfo_import.FS_FOpenFile = ui.FS_FOpenFile; gameinfo_import.FS_Read = ui.FS_Read; gameinfo_import.FS_ReadFile = ui.FS_ReadFile; gameinfo_import.FS_FreeFile = ui.FS_FreeFile; gameinfo_import.FS_FCloseFile = ui.FS_FCloseFile; gameinfo_import.Cvar_Set = ui.Cvar_Set; gameinfo_import.Cvar_VariableStringBuffer = ui.Cvar_VariableStringBuffer; gameinfo_import.Cvar_Create = ui.Cvar_Create; gameinfo_import.Printf = ui.Printf; // GI_Init( &gameinfo_import ); Menu_Cache( ); ui.Cvar_Create( "cg_drawCrosshair", "1", CVAR_ARCHIVE ); ui.Cvar_Create( "cg_marks", "1", CVAR_ARCHIVE ); ui.Cvar_Create ("s_language", "english", CVAR_ARCHIVE | CVAR_NORESTART); }
/* ================= UI_Init ================= */ void UI_Init( int apiVersion, uiimport_t *uiimport, qboolean inGameLoad ) { ui = *uiimport; if ( apiVersion != UI_API_VERSION ) { ui.Error( ERR_FATAL, "Bad UI_API_VERSION: expected %i, got %i\n", UI_API_VERSION, apiVersion ); } // get static data (glconfig, media) ui.GetGlconfig( &uis.glconfig ); uis.scaley = uis.glconfig.vidHeight * (1.0/480.0); uis.scalex = uis.glconfig.vidWidth * (1.0/640.0); Menu_Cache( ); ui.Cvar_Create( "cg_drawCrosshair", "1", CVAR_ARCHIVE ); ui.Cvar_Create( "cg_marks", "1", CVAR_ARCHIVE ); ui.Cvar_Create ("s_language", "english", CVAR_ARCHIVE | CVAR_NORESTART); #ifndef JK2_MODE ui.Cvar_Create( "g_char_model", "jedi_tf", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "g_char_skin_head", "head_a1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "g_char_skin_torso", "torso_a1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "g_char_skin_legs", "lower_a1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "g_char_color_red", "255", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "g_char_color_green", "255", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "g_char_color_blue", "255", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "g_saber_type", "single", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "g_saber", "single_1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "g_saber2", "", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "g_saber_color", "yellow", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "g_saber2_color", "yellow", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "ui_forcepower_inc", "0", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART); ui.Cvar_Create( "tier_storyinfo", "0", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART); ui.Cvar_Create( "tiers_complete", "", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART); ui.Cvar_Create( "ui_prisonerobj_currtotal", "0", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART); ui.Cvar_Create( "ui_prisonerobj_mintotal", "0", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART); ui.Cvar_Create( "g_dismemberment", "3", CVAR_ARCHIVE );//0 = none, 1 = arms and hands, 2 = legs, 3 = waist and head ui.Cvar_Create( "cg_gunAutoFirst", "1", CVAR_ARCHIVE ); ui.Cvar_Create( "cg_crosshairIdentifyTarget", "1", CVAR_ARCHIVE ); ui.Cvar_Create( "g_subtitles", "0", CVAR_ARCHIVE ); ui.Cvar_Create( "cg_marks", "1", CVAR_ARCHIVE ); ui.Cvar_Create( "d_slowmodeath", "3", CVAR_ARCHIVE ); ui.Cvar_Create( "cg_shadows", "1", CVAR_ARCHIVE ); ui.Cvar_Create( "cg_runpitch", "0.002", CVAR_ARCHIVE ); ui.Cvar_Create( "cg_runroll", "0.005", CVAR_ARCHIVE ); ui.Cvar_Create( "cg_bobup", "0.005", CVAR_ARCHIVE ); ui.Cvar_Create( "cg_bobpitch", "0.002", CVAR_ARCHIVE ); ui.Cvar_Create( "cg_bobroll", "0.002", CVAR_ARCHIVE ); ui.Cvar_Create( "ui_disableWeaponSway", "0", CVAR_ARCHIVE ); #endif _UI_Init(inGameLoad); }
void UserInterface::init( bool inGameLoad ) { _UI_Init( inGameLoad ); initialized_ = true; }
void ogUILocal::Init( bool inGameLoad ) { _UI_Init( inGameLoad ); }