void CCheatMgr::ToggleEndgameFlag() { CRegMgr* pRegMgr = g_pVersionMgr->GetRegMgr(); if (pRegMgr->IsValid()) { uint32 nDone = pRegMgr->Get("EndGame",0); pRegMgr->Set("EndGame",!nDone); } }
void CScreenSingle::OnFocus(LTBOOL bFocus) { if (bFocus) { // We should not be connected to a server at this point. if(g_pLTClient->IsConnected()) { _ASSERT(!"ERROR: ClientMultiplayerMgr::StartClient( ) : Already connected!"); g_pLTClient->Disconnect(); } // Initialize to the sp mission bute. if( !g_pMissionButeMgr->Init( MISSION_DEFAULT_FILE )) { g_pLTClient->ShutdownWithMessage("Could not load mission bute %s.", MISSION_DEFAULT_FILE ); return; } m_pLoadCtrl->Enable( g_pClientSaveLoadMgr->ReloadSaveExists() ); m_pDiff->Show(LTFALSE); m_pDiffFrame->Show(LTFALSE); m_pChapter->Show(LTFALSE); m_pChapterFrame->Show(LTFALSE); #ifndef _REMOVE_CUSTOM_LEVELS m_pCustom->Show(LTFALSE); m_pCustomFrame->Show(LTFALSE); #endif _REMOVE_CUSTOM_LEVELS //have they completed game? LTBOOL bCompleted = LTFALSE; CRegMgr* pRegMgr = g_pVersionMgr->GetRegMgr(); if (pRegMgr->IsValid()) { bCompleted = (pRegMgr->Get("EndGame") > 0); } m_pChapterCtrl->Show(bCompleted); if (bCompleted && m_pChapter->GetNumControls() == 0) BuildChapterList(); } CBaseScreen::OnFocus(bFocus); }