]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameInitDispose.cpp
Some cleans, fullscreen is back if "--windowed" isn't passed as option.
[lugaru.git] / Source / GameInitDispose.cpp
index a0f164ad2bde461e6907cd4131e7d5aed820de6e..b9d5913fd1f2df0b5fa4f3fe7a19c14e385365fd 100644 (file)
@@ -829,9 +829,9 @@ void Game::InitGame()
        LoadTexture(":Data:Textures:Newgame.png",&Mainmenuitems[1],0,0);
        LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0);
        LoadTexture(":Data:Textures:Quit.png",&Mainmenuitems[3],0,0);
-       LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
        LoadTexture(":Data:Textures:Eyelid.png",&Mainmenuitems[4],0,1);
        //LoadTexture(":Data:Textures:Eye.jpg",&Mainmenuitems[5],0,1);
+       //~ LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0); // LoadCampaign will take care of that
        texdetail=temptexdetail;
 
        FadeLoadingScreen(95);
@@ -850,7 +850,7 @@ void Game::InitGame()
 }
 
 
-void Game::LoadScreenTexture(){
+void Game::LoadScreenTexture() {
     glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
 
     if(!screentexture)
@@ -943,42 +943,42 @@ void Game::LoadStuff()
 
        LOG("Loading weapon data...");
 
-       LoadTexture(":Data:Textures:knife.png",&weapons.knifetextureptr,0,1);
-       LoadTexture(":Data:Textures:bloodknife.png",&weapons.bloodknifetextureptr,0,1);
-       LoadTexture(":Data:Textures:lightbloodknife.png",&weapons.lightbloodknifetextureptr,0,1);
-       LoadTexture(":Data:Textures:sword.jpg",&weapons.swordtextureptr,1,0);
-       LoadTexture(":Data:Textures:Swordblood.jpg",&weapons.bloodswordtextureptr,1,0);
-       LoadTexture(":Data:Textures:Swordbloodlight.jpg",&weapons.lightbloodswordtextureptr,1,0);
-       LoadTexture(":Data:Textures:Staff.jpg",&weapons.stafftextureptr,1,0);
-
-       weapons.throwingknifemodel.load((char *)":Data:Models:throwingknife.solid",1);
-       weapons.throwingknifemodel.Scale(.001,.001,.001);
-       //weapons.throwingknifemodel.Rotate(0,0,-90);
-       weapons.throwingknifemodel.Rotate(90,0,0);
-       weapons.throwingknifemodel.Rotate(0,90,0);
-       weapons.throwingknifemodel.flat=0;
-       weapons.throwingknifemodel.CalculateNormals(1);
-       //weapons.throwingknifemodel.ScaleNormals(-1,-1,-1);
-
-       weapons.swordmodel.load((char *)":Data:Models:sword.solid",1);
-       weapons.swordmodel.Scale(.001,.001,.001);
-       //weapons.swordmodel.Rotate(0,0,-90);
-       weapons.swordmodel.Rotate(90,0,0);
-       weapons.swordmodel.Rotate(0,90,0);
-       weapons.swordmodel.Rotate(0,0,90);
-       weapons.swordmodel.flat=1;
-       weapons.swordmodel.CalculateNormals(1);
-       //weapons.swordmodel.ScaleNormals(-1,-1,-1);
-
-       weapons.staffmodel.load((char *)":Data:Models:staff.solid",1);
-       weapons.staffmodel.Scale(.005,.005,.005);
-       //weapons.staffmodel.Rotate(0,0,-90);
-       weapons.staffmodel.Rotate(90,0,0);
-       weapons.staffmodel.Rotate(0,90,0);
-       weapons.staffmodel.Rotate(0,0,90);
-       weapons.staffmodel.flat=1;
-       weapons.staffmodel.CalculateNormals(1);
-       //weapons.staffmodel.ScaleNormals(-1,-1,-1);
+       LoadTexture(":Data:Textures:knife.png",&Weapon::knifetextureptr,0,1);
+       LoadTexture(":Data:Textures:bloodknife.png",&Weapon::bloodknifetextureptr,0,1);
+       LoadTexture(":Data:Textures:lightbloodknife.png",&Weapon::lightbloodknifetextureptr,0,1);
+       LoadTexture(":Data:Textures:sword.jpg",&Weapon::swordtextureptr,1,0);
+       LoadTexture(":Data:Textures:Swordblood.jpg",&Weapon::bloodswordtextureptr,1,0);
+       LoadTexture(":Data:Textures:Swordbloodlight.jpg",&Weapon::lightbloodswordtextureptr,1,0);
+       LoadTexture(":Data:Textures:Staff.jpg",&Weapon::stafftextureptr,1,0);
+
+       Weapon::throwingknifemodel.load((char *)":Data:Models:throwingknife.solid",1);
+       Weapon::throwingknifemodel.Scale(.001,.001,.001);
+       //Weapon::throwingknifemodel.Rotate(0,0,-90);
+       Weapon::throwingknifemodel.Rotate(90,0,0);
+       Weapon::throwingknifemodel.Rotate(0,90,0);
+       Weapon::throwingknifemodel.flat=0;
+       Weapon::throwingknifemodel.CalculateNormals(1);
+       //Weapon::throwingknifemodel.ScaleNormals(-1,-1,-1);
+
+       Weapon::swordmodel.load((char *)":Data:Models:sword.solid",1);
+       Weapon::swordmodel.Scale(.001,.001,.001);
+       //Weapon::swordmodel.Rotate(0,0,-90);
+       Weapon::swordmodel.Rotate(90,0,0);
+       Weapon::swordmodel.Rotate(0,90,0);
+       Weapon::swordmodel.Rotate(0,0,90);
+       Weapon::swordmodel.flat=1;
+       Weapon::swordmodel.CalculateNormals(1);
+       //Weapon::swordmodel.ScaleNormals(-1,-1,-1);
+
+       Weapon::staffmodel.load((char *)":Data:Models:staff.solid",1);
+       Weapon::staffmodel.Scale(.005,.005,.005);
+       //Weapon::staffmodel.Rotate(0,0,-90);
+       Weapon::staffmodel.Rotate(90,0,0);
+       Weapon::staffmodel.Rotate(0,90,0);
+       Weapon::staffmodel.Rotate(0,0,90);
+       Weapon::staffmodel.flat=1;
+       Weapon::staffmodel.CalculateNormals(1);
+       //Weapon::staffmodel.ScaleNormals(-1,-1,-1);
 
        //temptexdetail=texdetail;
        //if(texdetail>4)texdetail=4;