void CCheatMgr::ToggleEndgameFlag() { CRegMgr* pRegMgr = g_pVersionMgr->GetRegMgr(); if (pRegMgr->IsValid()) { uint32 nDone = pRegMgr->Get("EndGame",0); pRegMgr->Set("EndGame",!nDone); } }
bool CMissionMgr::HandleEndGame( ILTMessage_Read& msg ) { // Go to the main menu. g_pInterfaceMgr->ChangeState(GS_SCREEN); m_bGameOver = true; if (g_pGameClientShell->IsRunningPerformanceTest()) { //since our history was cleared by loading the level... rebuild it g_pInterfaceMgr->GetScreenMgr()->AddScreenToHistory( SCREEN_ID_MAIN ); g_pInterfaceMgr->GetScreenMgr()->AddScreenToHistory( SCREEN_ID_OPTIONS ); //we're done performance testing go back to performance screen g_pInterfaceMgr->SwitchToScreen(SCREEN_ID_PERFORMANCE); } else if (IsMultiplayerGame()) { switch( g_pGameClientShell->GetGameType( )) { case eGameTypeCooperative: g_pInterfaceMgr->SwitchToScreen(SCREEN_ID_END_COOP_MISSION); break; case eGameTypeDeathmatch: case eGameTypeTeamDeathmatch: case eGameTypeDoomsDay: g_pInterfaceMgr->SwitchToScreen(SCREEN_ID_END_DM_MISSION); break; } } else { g_pInterfaceMgr->SwitchToScreen(SCREEN_ID_END_MISSION); //record the completion CRegMgr* pRegMgr = g_pVersionMgr->GetRegMgr(); if (pRegMgr->IsValid()) { pRegMgr->Set("EndGame",1); } } return true; }