public static void disconnectedCleanup() {// End mission, if it's running. if (Globals.GetBool("Client::missionRunning")) { LevelLoad.clientEndMission(); } // Disable mission lighting if it's going, this is here // in case we're disconnected while the mission is loading. Globals.SetBool("lightingMission", false); Globals.SetBool("sceneLighting::terminateLighting", true); // Back to the launch screen if (Global.isObject("MainMenuGui")) { Core.Canvas.GameCanvas.setContent(Sim.FindObject <GuiControl>("MainMenuGui")); } // Before we destroy the client physics world // make sure all ServerConnection objects are deleted. if (Global.isObject("ServerConnection")) { Sim.FindObject <GameConnectionToServer>("ServerConnection").deleteAllObjects(); } // We can now delete the client physics simulation. Global.physicsDestroyWorld("client"); }
public static void initClient() { string appName = Globals.GetString("appName"); Global.echo("\n--------- Initializing " + appName + ": Client Scripts ---------"); // Make sure this variable reflects the correct state. Globals.SetBool("Server.Server::Dedicated", false); // Game information used to query the master server Globals.SetString("Client::GameTypeQuery", appName); Globals.SetString("Client::MissionTypeQuery", "Any"); Message.Init(); GameConnectionToServer.Init(); LevelDownload.Init(); LevelLoad.Init(); //load prefs string prefPath = Core.HelperFunctions.getPrefpath(); if (Global.isFile(prefPath + "/clientPrefs.cs")) { Global.exec(prefPath + "/clientPrefs.cs"); } else { Global.exec("data/defaults.cs"); } Core.HelperFunctions.loadMaterials(); // Copy saved script prefs into C++ code. Global.setDefaultFov(Globals.GetFloat("pref::Player::defaultFov")); Global.setZoomSpeed(Globals.GetInt("pref::Player::zoomSpeed")); }