bool stageOneShutDown(void) { debug(LOG_WZ, "== stageOneShutDown =="); if ( audio_Disabled() == false ) { sound_CheckAllUnloaded(); } proj_Shutdown(); releaseMission(); if (!aiShutdown()) { return false; } if (!objShutdown()) { return false; } grpShutDown(); ResearchRelease(); //free up the gateway stuff? gwShutDown(); shutdownTerrain(); if (!mapShutdown()) { return false; } scrShutDown(); gridShutDown(); if ( !anim_Shutdown() ) { return false; } if ( !animObj_Shutdown() ) { return false; } debug(LOG_TEXTURE, "=== stageOneShutDown ==="); pie_TexShutDown(); // Use mod_multiplay as the default (campaign might have set it to mod_singleplayer) rebuildSearchPath( mod_multiplay, true ); pie_TexInit(); // restart it initMiscVars(); return true; }
void iV_ShutDown(void) { pie_ShutDown(); pie_TexShutDown(); iV_TextShutdown(); debug(LOG_3D, "iVi[ShutDown] = successful"); }
bool frontendShutdown() { debug(LOG_WZ, "== Shutting down frontend =="); saveConfig();// save settings to registry. if (!mechanicsShutdown()) { return false; } interfaceShutDown(); scrShutDown(); //do this before shutting down the iV library resReleaseAllData(); if (!objShutdown()) { return false; } ResearchRelease(); debug(LOG_TEXTURE, "=== frontendShutdown ==="); modelShutdown(); pie_TexShutDown(); pie_TexInit(); // ready for restart freeComponentLists(); statsShutDown(); return true; }
bool stageOneShutDown() { debug(LOG_WZ, "== stageOneShutDown =="); atmosSetWeatherType(WT_NONE); // reset weather and free its data wzPerfShutdown(); pie_FreeShaders(); if (audio_Disabled() == false) { sound_CheckAllUnloaded(); } proj_Shutdown(); releaseMission(); if (!aiShutdown()) { return false; } if (!objShutdown()) { return false; } grpShutDown(); ResearchRelease(); //free up the gateway stuff? gwShutDown(); shutdownTerrain(); if (!mapShutdown()) { return false; } scrShutDown(); gridShutDown(); debug(LOG_TEXTURE, "== stageOneShutDown =="); modelShutdown(); pie_TexShutDown(); // Use mod_multiplay as the default (campaign might have set it to mod_singleplayer) rebuildSearchPath(mod_multiplay, true); pie_TexInit(); // restart it initMiscVars(); wzSceneEnd("Main game loop"); wzSceneBegin("Main menu loop"); return true; }
void screenShutDown(void) { pie_ShutDown(); pie_TexShutDown(); iV_TextShutdown(); pie_Skybox_Shutdown(); delete backdropGfx; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); }