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;
}