void P_Entity_Construct () { Light_Construct(); RenderablePivot::StaticShader::instance() = GlobalShaderCache().capture("$PIVOT"); GlobalShaderCache().attachRenderable(StaticRenderableConnectionLines::instance()); }
void Entity_Construct(EGameType gameType) { g_gameType = gameType; if(g_gameType == eGameTypeDoom3) { g_targetable_nameKey = "name"; Static<KeyIsName>::instance().m_keyIsName = keyIsNameDoom3; Static<KeyIsName>::instance().m_nameKey = "name"; } else { Static<KeyIsName>::instance().m_keyIsName = keyIsNameQuake3; Static<KeyIsName>::instance().m_nameKey = "targetname"; } GlobalPreferenceSystem().registerPreference("SI_ShowNames", BoolImportStringCaller(g_showNames), BoolExportStringCaller(g_showNames)); GlobalPreferenceSystem().registerPreference("SI_ShowAngles", BoolImportStringCaller(g_showAngles), BoolExportStringCaller(g_showAngles)); GlobalPreferenceSystem().registerPreference("NewLightStyle", BoolImportStringCaller(g_newLightDraw), BoolExportStringCaller(g_newLightDraw)); GlobalPreferenceSystem().registerPreference("LightRadiuses", BoolImportStringCaller(g_lightRadii), BoolExportStringCaller(g_lightRadii)); Entity_InitFilters(); LightType lightType = LIGHTTYPE_DEFAULT; if(g_gameType == eGameTypeRTCW) { lightType = LIGHTTYPE_RTCW; } else if(g_gameType == eGameTypeDoom3) { lightType = LIGHTTYPE_DOOM3; } Light_Construct(lightType); MiscModel_construct(); Doom3Group_construct(); RenderablePivot::StaticShader::instance() = GlobalShaderCache().capture("$PIVOT"); GlobalShaderCache().attachRenderable(StaticRenderableConnectionLines::instance()); }