/////////////////////////////////////////////////////////////////////
| 432 | |
| 433 | ////////////////////////////////////////////////////////////////////////// |
| 434 | bool CGameEngine::LoadAI( const CString &levelName,const CString &missionName ) |
| 435 | { |
| 436 | if (!m_IAISystem) |
| 437 | return false; |
| 438 | if (!IsLevelLoaded()) |
| 439 | return false; |
| 440 | |
| 441 | CLogFile::FormatLine( "Loading AI Triangulation %s, %s",(const char*)levelName,(const char*)missionName ); |
| 442 | |
| 443 | m_IAISystem->FlushSystem(); |
| 444 | GetIEditor()->GetObjectManager()->SendEvent( EVENT_CLEAR_AIGRAPH ); |
| 445 | m_IAISystem->LoadTriangulation( levelName,missionName ); |
| 446 | m_IAISystem->GetNodeGraph()->RemoveIndoorNodes(); |
| 447 | |
| 448 | /* |
| 449 | // Call OnReset for all entities. |
| 450 | IEntityIt *entityIt = m_IEntitySystem->GetEntityIterator(); |
| 451 | if (entityIt) |
| 452 | { |
| 453 | for (IEntity *entity = entityIt->Next(); entity != 0; entity = entityIt->Next()) |
| 454 | { |
| 455 | CLogFile::FormatLine( "Reseting: %s, Class: %s",entity->GetName(),entity->GetEntityClassName() ); |
| 456 | entity->Reset(); |
| 457 | } |
| 458 | } |
| 459 | */ |
| 460 | return true; |
| 461 | } |
| 462 | |
| 463 | ////////////////////////////////////////////////////////////////////////// |
| 464 | bool CGameEngine::LoadMission( const CString &mission ) |
no test coverage detected