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; }
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; }