/* ============ CL_InitRenderer ============ */ void CL_InitRenderer( void ) { // this sets up the renderer and calls R_Init re.BeginRegistration( &cls.glconfig ); // load character sets cls.charSetShader = re.RegisterShaderNoMip("gfx/2d/charsgrid_med"); cls.whiteShader = re.RegisterShader( "white" ); cls.consoleShader = re.RegisterShader( "console" ); g_console_field_width = cls.glconfig.vidWidth / SMALLCHAR_WIDTH - 2; g_consoleField.widthInChars = g_console_field_width; }
/* ============================ CL_StartHunkUsers After the server has cleared the hunk, these will need to be restarted This is the only place that any of these functions are called from ============================ */ void CL_StartHunkUsers( void ) { if ( !com_cl_running->integer ) { return; } if ( !cls.rendererStarted ) { #ifdef _XBOX //if ((!com_sv_running->integer || com_errorEntered) && !vidRestartReloadMap) //{ // // free up some memory // extern void SV_ClearLastLevel(void); // SV_ClearLastLevel(); //} #endif cls.rendererStarted = qtrue; re.BeginRegistration( &cls.glconfig ); // load character sets // cls.charSetShader = re.RegisterShaderNoMip( "gfx/2d/bigchars" ); cls.charSetShader = re.RegisterShaderNoMip( "gfx/2d/charsgrid_med" ); cls.whiteShader = re.RegisterShader( "white" ); cls.consoleShader = re.RegisterShader( "console" ); g_console_field_width = cls.glconfig.vidWidth / SMALLCHAR_WIDTH - 2; kg.g_consoleField.widthInChars = g_console_field_width; } if ( !cls.soundStarted ) { cls.soundStarted = qtrue; S_Init(); } if ( !cls.soundRegistered ) { cls.soundRegistered = qtrue; S_BeginRegistration(); } #if !defined (_XBOX) //i guess xbox doesn't want the ui loaded all the time? //we require the ui to be loaded here or else it crashes trying to access the ui on command line map loads if ( !cls.uiStarted ) { cls.uiStarted = qtrue; CL_InitUI(); } #endif // if ( !cls.cgameStarted && cls.state > CA_CONNECTED && cls.state != CA_CINEMATIC ) { if ( !cls.cgameStarted && cls.state > CA_CONNECTED && (cls.state != CA_CINEMATIC && !CL_IsRunningInGameCinematic()) ) { cls.cgameStarted = qtrue; CL_InitCGame(); } }
/* ============================ CL_StartHunkUsers After the server has cleared the hunk, these will need to be restarted This is the only place that any of these functions are called from ============================ */ void CL_StartHunkUsers( void ) { if ( !com_cl_running->integer ) { return; } if ( !cls.rendererStarted ) { cls.rendererStarted = qtrue; re.BeginRegistration( &cls.glconfig ); // load character sets // cls.charSetShader = re.RegisterShaderNoMip( "gfx/2d/bigchars" ); cls.charSetShader = re.RegisterShaderNoMip( "gfx/2d/charsgrid_med" ); cls.whiteShader = re.RegisterShader( "white" ); cls.consoleShader = re.RegisterShader( "console" ); g_console_field_width = cls.glconfig.vidWidth / SMALLCHAR_WIDTH - 2; kg.g_consoleField.widthInChars = g_console_field_width; } if ( !cls.soundStarted ) { cls.soundStarted = qtrue; S_Init(); } if ( !cls.soundRegistered ) { cls.soundRegistered = qtrue; S_BeginRegistration(); } //we require the ui to be loaded here or else it crashes trying to access the ui on command line map loads if ( !cls.uiStarted ) { cls.uiStarted = qtrue; CL_InitUI(); } // if ( !cls.cgameStarted && cls.state > CA_CONNECTED && cls.state != CA_CINEMATIC ) { if ( !cls.cgameStarted && cls.state > CA_CONNECTED && (cls.state != CA_CINEMATIC && !CL_IsRunningInGameCinematic()) ) { cls.cgameStarted = qtrue; CL_InitCGame(); } }
/* ============================ CL_StartHunkUsers After the server has cleared the hunk, these will need to be restarted This is the only place that any of these functions are called from ============================ */ void CL_StartHunkUsers( void ) { if ( !com_cl_running->integer ) { return; } if ( !cls.rendererStarted ) { #ifdef _XBOX //if ((!com_sv_running->integer || com_errorEntered) && !vidRestartReloadMap) //{ // // free up some memory // extern void SV_ClearLastLevel(void); // SV_ClearLastLevel(); //} #endif cls.rendererStarted = qtrue; re.BeginRegistration( &cls.glconfig ); // load character sets // cls.charSetShader = re.RegisterShaderNoMip( "gfx/2d/bigchars" ); cls.charSetShader = re.RegisterShaderNoMip( "gfx/2d/charsgrid_med" ); cls.whiteShader = re.RegisterShader( "white" ); cls.consoleShader = re.RegisterShader( "console" ); g_console_field_width = cls.glconfig.vidWidth / SMALLCHAR_WIDTH - 2; kg.g_consoleField.widthInChars = g_console_field_width; #ifndef _IMMERSION //------- // The latest Immersion Force Feedback system initializes here, not through // win32 input system. Therefore, the window handle is valid :) //------- // now that the renderer has started up we know that the global hWnd is now valid, // so we can now go ahead and (re)setup the input stuff that needs hWnds for DI... // (especially Force feedback)... // static qboolean bOnceOnly = qfalse; // only do once, not every renderer re-start if (!bOnceOnly) { bOnceOnly = qtrue; extern void Sys_In_Restart_f( void ); Sys_In_Restart_f(); } #ifdef _XBOX if (vidRestartReloadMap) { int checksum; CM_LoadMap(va("maps/%s.bsp", cl_mapname->string), qfalse, &checksum); RE_LoadWorldMap(va("maps/%s.bsp", cl_mapname->string)); vidRestartReloadMap = qfalse; } #endif // _XBOX #endif // _IMMERSION } if ( !cls.soundStarted ) { cls.soundStarted = qtrue; S_Init(); } if ( !cls.soundRegistered ) { cls.soundRegistered = qtrue; S_BeginRegistration(); } #ifdef _IMMERSION if ( !cls.forceStarted ) { cls.forceStarted = qtrue; CL_InitFF(); } #endif // _IMMERSION #if !defined (_XBOX) //i guess xbox doesn't want the ui loaded all the time? //we require the ui to be loaded here or else it crashes trying to access the ui on command line map loads if ( !cls.uiStarted ) { cls.uiStarted = qtrue; CL_InitUI(); } #endif // if ( !cls.cgameStarted && cls.state > CA_CONNECTED && cls.state != CA_CINEMATIC ) { if ( !cls.cgameStarted && cls.state > CA_CONNECTED && (cls.state != CA_CINEMATIC && !CL_IsRunningInGameCinematic()) ) { cls.cgameStarted = qtrue; CL_InitCGame(); } }