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hub / github.com/JACoders/OpenJK / CL_InitCGame

Function CL_InitCGame

code/client/cl_cgame.cpp:1393–1436  ·  view source on GitHub ↗

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1391*/
1392extern qboolean Sys_LowPhysicalMemory();
1393void CL_InitCGame( void ) {
1394 const char *info;
1395 const char *mapname;
1396 //int t1, t2;
1397
1398 //t1 = Sys_Milliseconds();
1399
1400 // put away the console
1401 Con_Close();
1402
1403 // find the current mapname
1404 info = cl.gameState.stringData + cl.gameState.stringOffsets[ CS_SERVERINFO ];
1405 mapname = Info_ValueForKey( info, "mapname" );
1406 Com_sprintf( cl.mapname, sizeof( cl.mapname ), "maps/%s.bsp", mapname );
1407
1408 cls.state = CA_LOADING;
1409
1410 // init for this gamestate
1411 VM_Call( CG_INIT, clc.serverCommandSequence );
1412
1413 // reset any CVAR_CHEAT cvars registered by cgame
1414 if ( !cl_connectedToCheatServer )
1415 Cvar_SetCheatState();
1416
1417 // we will send a usercmd this frame, which
1418 // will cause the server to send us the first snapshot
1419 cls.state = CA_PRIMED;
1420
1421 //t2 = Sys_Milliseconds();
1422
1423 //Com_Printf( "CL_InitCGame: %5.2f seconds\n", (t2-t1)/1000.0 );
1424 // have the renderer touch all its images, so they are present
1425 // on the card even if the driver does deferred loading
1426 re.EndRegistration();
1427
1428 // make sure everything is paged in
1429// if (!Sys_LowPhysicalMemory())
1430 {
1431 Com_TouchMemory();
1432 }
1433
1434 // clear anything that got printed
1435 Con_ClearNotify ();
1436}
1437
1438
1439/*

Callers 1

CL_StartHunkUsersFunction · 0.70

Calls 7

Con_CloseFunction · 0.70
VM_CallFunction · 0.70
Con_ClearNotifyFunction · 0.70
Info_ValueForKeyFunction · 0.50
Com_sprintfFunction · 0.50
Cvar_SetCheatStateFunction · 0.50
Com_TouchMemoryFunction · 0.50

Tested by

no test coverage detected