these two functions aren't needed other than to make Quake-type games happy and/or stop memory managers complaining about leaks if they report them before the global StringEd package object calls it's own dtor. but here they are for completeness's sake I guess...
| 1177 | // but here they are for completeness's sake I guess... |
| 1178 | // |
| 1179 | void SE_Init(void) |
| 1180 | { |
| 1181 | TheStringPackage.Clear( SE_FALSE ); |
| 1182 | |
| 1183 | #ifdef _DEBUG |
| 1184 | // int iNumLanguages = SE_GetNumLanguages(); |
| 1185 | #endif |
| 1186 | |
| 1187 | se_language = Cvar_Get("se_language", "english", CVAR_ARCHIVE | CVAR_NORESTART); |
| 1188 | se_debug = Cvar_Get("se_debug", "0", 0); |
| 1189 | sp_leet = Cvar_Get("sp_leet", "0", CVAR_ROM ); |
| 1190 | |
| 1191 | // if doing a buildscript, load all languages... |
| 1192 | // |
| 1193 | extern cvar_t *com_buildScript; |
| 1194 | if (com_buildScript->integer == 2) |
| 1195 | { |
| 1196 | int iLanguages = SE_GetNumLanguages(); |
| 1197 | for (int iLang = 0; iLang < iLanguages; iLang++) |
| 1198 | { |
| 1199 | const char *psLanguage = SE_GetLanguageName( iLang ); // eg "german" |
| 1200 | Com_Printf( "com_buildScript(2): Loading language \"%s\"...\n", psLanguage ); |
| 1201 | SE_LoadLanguage( psLanguage ); |
| 1202 | } |
| 1203 | } |
| 1204 | |
| 1205 | const char *psErrorMessage = SE_LoadLanguage( se_language->string ); |
| 1206 | if (psErrorMessage) |
| 1207 | { |
| 1208 | Com_Error( ERR_DROP, "SE_Init() Unable to load language: \"%s\"!\nError: \"%s\"\n", se_language->string,psErrorMessage ); |
| 1209 | } |
| 1210 | } |
| 1211 | |
| 1212 | void SE_ShutDown(void) |
| 1213 | { |
no test coverage detected