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source/ps/Game.cpp
Show First 20 Lines • Show All 215 Lines • ▼ Show 20 Lines | void CGame::RegisterInit(const JS::HandleValue attribs, const std::string& savedState) | ||||
m_IsSavedGame = !savedState.empty(); | m_IsSavedGame = !savedState.empty(); | ||||
m_Simulation2->SetInitAttributes(attribs); | m_Simulation2->SetInitAttributes(attribs); | ||||
std::string mapType; | std::string mapType; | ||||
scriptInterface.GetProperty(attribs, "mapType", mapType); | scriptInterface.GetProperty(attribs, "mapType", mapType); | ||||
float speed; | float speed; | ||||
if (scriptInterface.HasProperty(attribs, "gameSpeed") && scriptInterface.GetProperty(attribs, "gameSpeed", speed)) | if (scriptInterface.HasProperty(attribs, "gameSpeed")) | ||||
{ | |||||
if (scriptInterface.GetProperty(attribs, "gameSpeed", speed)) | |||||
SetSimRate(speed); | SetSimRate(speed); | ||||
else | |||||
LOGERROR("GameSpeed could not be parsed."); | |||||
Freagarach: The error is still there, albeit we get this one as well. | |||||
} | |||||
LDR_BeginRegistering(); | LDR_BeginRegistering(); | ||||
RegMemFun(m_Simulation2, &CSimulation2::ProgressiveLoad, L"Simulation init", 1000); | RegMemFun(m_Simulation2, &CSimulation2::ProgressiveLoad, L"Simulation init", 1000); | ||||
// RC, 040804 - GameView needs to be initialized before World, otherwise GameView initialization | // RC, 040804 - GameView needs to be initialized before World, otherwise GameView initialization | ||||
// overwrites anything stored in the map file that gets loaded by CWorld::Initialize with default | // overwrites anything stored in the map file that gets loaded by CWorld::Initialize with default | ||||
// values. At the minute, it's just lighting settings, but could be extended to store camera position. | // values. At the minute, it's just lighting settings, but could be extended to store camera position. | ||||
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Wildfire Games · Phabricator
The error is still there, albeit we get this one as well.