// these two functions aren't needed other than to make Quake-type games happy and/or stop memory managers // complaining about leaks if they report them before the global StringEd package object calls it's own dtor. // // but here they are for completeness's sake I guess... // void SE_Init(void) { TheStringPackage.Clear( SE_FALSE ); #ifdef _DEBUG // int iNumLanguages = SE_GetNumLanguages(); #endif se_language = Cvar_Get("se_language", "english", CVAR_ARCHIVE | CVAR_NORESTART); se_debug = Cvar_Get("se_debug", "0", 0); sp_leet = Cvar_Get("sp_leet", "0", CVAR_ROM ); // if doing a buildscript, load all languages... // extern cvar_t *com_buildScript; if (com_buildScript->integer == 2) { int iLanguages = SE_GetNumLanguages(); for (int iLang = 0; iLang < iLanguages; iLang++) { LPCSTR psLanguage = SE_GetLanguageName( iLang ); // eg "german" Com_Printf( "com_buildScript(2): Loading language \"%s\"...\n", psLanguage ); SE_LoadLanguage( psLanguage ); } } LPCSTR psErrorMessage = SE_LoadLanguage( se_language->string ); if (psErrorMessage) { Com_Error( ERR_DROP, "SE_Init() Unable to load language: \"%s\"!\nError: \"%s\"\n", se_language->string,psErrorMessage ); } }
void SE_ShutDown(void) { TheStringPackage.Clear( SE_FALSE ); }
void SE_NewLanguage(void) { TheStringPackage.Clear( SE_TRUE ); }