idTech4.idSystem.InitGame C# (CSharp) Méthode

InitGame() private méthode

private InitGame ( ) : void
Résultat void
		private void InitGame()
		{
			PrintLoadingMessage(idE.Language.Get("#str_04349"));
			
			// initialize the user interfaces
			idE.UIManager.Init();

			// startup the script debugger
			idConsole.Warning("TODO: DebuggerServerInit();");

			PrintLoadingMessage(idE.Language.Get("#str_04350"));

			// load the game dll
			LoadGameDLL();

			PrintLoadingMessage(idE.Language.Get("#str_04351"));

			// init the session
			idE.Session.Init();

			// have to do this twice.. first one sets the correct r_mode for the renderer init
			// this time around the backend is all setup correct.. a bit fugly but do not want
			// to mess with all the gl init at this point.. an old vid card will never qualify for 

			/*if(sysDetect == true)
			{
				SetMachineSpec();
				Cmd_ExecMachineSpec(this, new CommandEventArgs(new idCmdArgs()));

				idE.CvarSystem.SetInteger("s_numberOfSpeakers", 6);

				idE.CmdSystem.BufferCommandText(Execute.Now, "s_restart");
				idE.CmdSystem.ExecuteCommandBuffer();
			}*/

			// don't add startup commands if no CD key is present
			if(AddStartupCommands() == false)
			{
				// if the user didn't give any commands, run default action
				idE.Session.StartMenu(true);
			}

			idConsole.WriteLine("--- Common Initialization Complete ---");

			// print all warnings queued during initialization
			idConsole.PrintWarnings();

			// TODO
			/*
#ifdef	ID_DEDICATED
			Printf( "\nType 'help' for dedicated server info.\n\n" );
#endif

			// remove any prints from the notify lines
			// TODO: console->ClearNotifyLines();
			*/
			
			_rawCommandLineArguments = null;
			_fullyInitialized = true;
		}