/* cl_scrn.c - refresh screen Copyright (C) 2007 Uncle Mike This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. */ #include "common.h" #include "client.h" #include "vgui_draw.h" #include "qfont.h" #include "input.h" #include "library.h" convar_t *scr_centertime; convar_t *scr_loading; convar_t *scr_download; convar_t *scr_viewsize; convar_t *cl_testlights; convar_t *cl_allow_levelshots; convar_t *cl_levelshot_name; static convar_t *cl_envshot_size; convar_t *v_dark; static convar_t *net_speeds; static convar_t *cl_showfps; static convar_t *cl_showpos; typedef struct { int x1, y1, x2, y2; } dirty_t; static dirty_t scr_dirty, scr_old_dirty[2]; static qboolean scr_init = false; /* ============== SCR_DrawFPS ============== */ void SCR_DrawFPS( int height ) { float calc; rgba_t color; double newtime; static double nexttime = 0, lasttime = 0; static double framerate = 0; static int framecount = 0; static int minfps = 9999; static int maxfps = 0; char fpsstring[64]; int offset; if( cls.state != ca_active || !cl_showfps->value || cl.background ) return; switch( cls.scrshot_action ) { case scrshot_normal: case scrshot_snapshot: case scrshot_inactive: break; default: return; } newtime = Sys_DoubleTime(); if( newtime >= nexttime ) { framerate = framecount / (newtime - lasttime); lasttime = newtime; nexttime = Q_max( nexttime + 1.0, lasttime - 1.0 ); framecount = 0; } calc = framerate; framecount++; if( calc < 1.0f ) { Q_snprintf( fpsstring, sizeof( fpsstring ), "%4i spf", (int)(1.0f / calc + 0.5f)); MakeRGBA( color, 255, 0, 0, 255 ); } else { int curfps = (int)(calc + 0.5f); if( curfps < minfps ) minfps = curfps; if( curfps > maxfps ) maxfps = curfps; if( cl_showfps->value == 2 ) Q_snprintf( fpsstring, sizeof( fpsstring ), "fps: ^1%4i min, ^3%4i cur, ^2%4i max", minfps, curfps, maxfps ); else Q_snprintf( fpsstring, sizeof( fpsstring ), "%4i fps", curfps ); MakeRGBA( color, 255, 255, 255, 255 ); } Con_DrawStringLen( fpsstring, &offset, NULL ); Con_DrawString( refState.width - offset - 4, height, fpsstring, color ); } /* ============== SCR_DrawPos Draw local player position, angles and velocity ============== */ void SCR_DrawPos( void ) { static char msg[MAX_SYSPATH]; float speed; cl_entity_t *ent; rgba_t color; if( cls.state != ca_active || !cl_showpos->value || cl.background ) return; ent = CL_GetLocalPlayer(); speed = VectorLength( cl.simvel ); Q_snprintf( msg, MAX_SYSPATH, "pos: %.2f %.2f %.2f\n" "ang: %.2f %.2f %.2f\n" "velocity: %.2f", cl.simorg[0], cl.simorg[1], cl.simorg[2], // should we use entity angles or viewangles? // view isn't always bound to player ent->angles[0], ent->angles[1], ent->angles[2], speed ); MakeRGBA( color, 255, 255, 255, 255 ); Con_DrawString( refState.width / 2, 4, msg, color ); } /* ============== SCR_NetSpeeds same as r_speeds but for network channel ============== */ void SCR_NetSpeeds( void ) { static char msg[MAX_SYSPATH]; int x, y, height; char *p, *start, *end; float time = cl.mtime[0]; static int min_svfps = 100; static int max_svfps = 0; int cur_svfps = 0; static int min_clfps = 100; static int max_clfps = 0; int cur_clfps = 0; rgba_t color; if( !host.allow_console ) return; if( !net_speeds->value || cls.state != ca_active ) return; // prevent to get too big values at max if( cl_serverframetime() > 0.0001f ) { cur_svfps = Q_rint( 1.0f / cl_serverframetime( )); if( cur_svfps < min_svfps ) min_svfps = cur_svfps; if( cur_svfps > max_svfps ) max_svfps = cur_svfps; } // prevent to get too big values at max if( cl_clientframetime() > 0.0001f ) { cur_clfps = Q_rint( 1.0f / cl_clientframetime( )); if( cur_clfps < min_clfps ) min_clfps = cur_clfps; if( cur_clfps > max_clfps ) max_clfps = cur_clfps; } Q_snprintf( msg, sizeof( msg ), "Updaterate: ^1%2i min, ^3%2i cur, ^2%2i max\n" "Client FPS: ^1%i min, ^3%3i cur, ^2%3i max\n" "Game Time: %02d:%02d\n" "Total received from server: %s\n" "Total sent to server: %s\n", min_svfps, cur_svfps, max_svfps, min_clfps, cur_clfps, max_clfps, (int)(time / 60.0f ), (int)fmod( time, 60.0f ), Q_memprint( cls.netchan.total_received ), Q_memprint( cls.netchan.total_sended ) ); x = refState.width - 320; y = 384; Con_DrawStringLen( NULL, NULL, &height ); MakeRGBA( color, 255, 255, 255, 255 ); p = start = msg; do { end = Q_strchr( p, '\n' ); if( end ) msg[end-start] = '\0'; Con_DrawString( x, y, p, color ); y += height; if( end ) p = end + 1; else break; } while( 1 ); } /* ================ SCR_RSpeeds ================ */ void SCR_RSpeeds( void ) { char msg[2048]; if( !host.allow_console ) return; if( ref.dllFuncs.R_SpeedsMessage( msg, sizeof( msg ))) { int x, y, height; char *p, *start, *end; rgba_t color; x = refState.width - 340; y = 64; Con_DrawStringLen( NULL, NULL, &height ); MakeRGBA( color, 255, 255, 255, 255 ); p = start = msg; do { end = Q_strchr( p, '\n' ); if( end ) msg[end-start] = '\0'; Con_DrawString( x, y, p, color ); y += height; // handle '\n\n' if( *p == '\n' ) y += height; if( end ) p = end + 1; else break; } while( 1 ); } } /* ================ SCR_MakeLevelShot creates levelshot at next frame ================ */ void SCR_MakeLevelShot( void ) { if( cls.scrshot_request != scrshot_plaque ) return; // make levelshot at nextframe() Cbuf_AddText( "levelshot\n" ); } /* =============== VID_WriteOverviewScript Create overview script file =============== */ void VID_WriteOverviewScript( void ) { ref_overview_t *ov = &clgame.overView; string filename; file_t *f; Q_snprintf( filename, sizeof( filename ), "overviews/%s.txt", clgame.mapname ); f = FS_Open( filename, "w", false ); if( !f ) return; FS_Printf( f, "// overview description file for %s.bsp\n\n", clgame.mapname ); FS_Print( f, "global\n{\n" ); FS_Printf( f, "\tZOOM\t%.2f\n", ov->flZoom ); FS_Printf( f, "\tORIGIN\t%.2f\t%.2f\t%.2f\n", ov->origin[0], ov->origin[1], ov->origin[2] ); FS_Printf( f, "\tROTATED\t%i\n", ov->rotated ? 1 : 0 ); FS_Print( f, "}\n\nlayer\n{\n" ); FS_Printf( f, "\tIMAGE\t\"overviews/%s.bmp\"\n", clgame.mapname ); FS_Printf( f, "\tHEIGHT\t%.2f\n", ov->zFar ); // ??? FS_Print( f, "}\n" ); FS_Close( f ); } /* ================ SCR_MakeScreenShot create a requested screenshot type ================ */ void SCR_MakeScreenShot( void ) { qboolean iRet = false; int viewsize; if( cls.envshot_viewsize > 0 ) viewsize = cls.envshot_viewsize; else viewsize = cl_envshot_size->value; switch( cls.scrshot_action ) { case scrshot_normal: iRet = ref.dllFuncs.VID_ScreenShot( cls.shotname, VID_SCREENSHOT ); break; case scrshot_snapshot: iRet = ref.dllFuncs.VID_ScreenShot( cls.shotname, VID_SNAPSHOT ); break; case scrshot_plaque: iRet = ref.dllFuncs.VID_ScreenShot( cls.shotname, VID_LEVELSHOT ); break; case scrshot_savegame: iRet = ref.dllFuncs.VID_ScreenShot( cls.shotname, VID_MINISHOT ); break; case scrshot_envshot: iRet = ref.dllFuncs.VID_CubemapShot( cls.shotname, viewsize, cls.envshot_vieworg, false ); break; case scrshot_skyshot: iRet = ref.dllFuncs.VID_CubemapShot( cls.shotname, viewsize, cls.envshot_vieworg, true ); break; case scrshot_mapshot: iRet = ref.dllFuncs.VID_ScreenShot( cls.shotname, VID_MAPSHOT ); if( iRet ) VID_WriteOverviewScript(); // store overview script too break; case scrshot_inactive: return; } // report if( iRet ) { // snapshots don't writes message about image if( cls.scrshot_action != scrshot_snapshot ) Con_Reportf( "Write %s\n", cls.shotname ); } else Con_Printf( S_ERROR "Unable to write %s\n", cls.shotname ); cls.envshot_vieworg = NULL; cls.scrshot_action = scrshot_inactive; cls.envshot_disable_vis = false; cls.envshot_viewsize = 0; cls.shotname[0] = '\0'; } /* ================ SCR_DrawPlaque ================ */ void SCR_DrawPlaque( void ) { if(( cl_allow_levelshots->value && !cls.changelevel ) || cl.background ) { int levelshot = ref.dllFuncs.GL_LoadTexture( cl_levelshot_name->string, NULL, 0, TF_IMAGE ); ref.dllFuncs.GL_SetRenderMode( kRenderNormal ); ref.dllFuncs.R_DrawStretchPic( 0, 0, refState.width, refState.height, 0, 0, 1, 1, levelshot ); if( !cl.background ) CL_DrawHUD( CL_LOADING ); } } /* ================ SCR_BeginLoadingPlaque ================ */ void SCR_BeginLoadingPlaque( qboolean is_background ) { float oldclear = 0;; S_StopAllSounds( true ); cl.audio_prepped = false; // don't play ambients cl.video_prepped = false; if( !Host_IsDedicated() ) oldclear = gl_clear->value; if( CL_IsInMenu( ) && !cls.changedemo && !is_background ) { UI_SetActiveMenu( false ); if( cls.state == ca_disconnected && !(GameState->curstate == STATE_RUNFRAME && GameState->nextstate != STATE_RUNFRAME) ) SCR_UpdateScreen(); } if( cls.state == ca_disconnected || cls.disable_screen ) return; // already set if( cls.key_dest == key_console ) return; if( !Host_IsDedicated() ) gl_clear->value = 0.0f; if( is_background ) IN_MouseSavePos( ); cls.draw_changelevel = !is_background; SCR_UpdateScreen(); cls.disable_screen = host.realtime; cl.background = is_background; // set right state before svc_serverdata is came if( !Host_IsDedicated() ) gl_clear->value = oldclear; // SNDDMA_LockSound(); } /* ================ SCR_EndLoadingPlaque ================ */ void SCR_EndLoadingPlaque( void ) { cls.disable_screen = 0.0f; Con_ClearNotify(); // SNDDMA_UnlockSound(); } /* ================= SCR_AddDirtyPoint ================= */ void SCR_AddDirtyPoint( int x, int y ) { if( x < scr_dirty.x1 ) scr_dirty.x1 = x; if( x > scr_dirty.x2 ) scr_dirty.x2 = x; if( y < scr_dirty.y1 ) scr_dirty.y1 = y; if( y > scr_dirty.y2 ) scr_dirty.y2 = y; } /* ================ SCR_DirtyScreen ================ */ void SCR_DirtyScreen( void ) { SCR_AddDirtyPoint( 0, 0 ); SCR_AddDirtyPoint( refState.width - 1, refState.height - 1 ); } /* ================ SCR_TileClear ================ */ void SCR_TileClear( void ) { int i, top, bottom, left, right; dirty_t clear; if( scr_viewsize->value >= 120 ) return; // full screen rendering // erase rect will be the union of the past three frames // so tripple buffering works properly clear = scr_dirty; for( i = 0; i < 2; i++ ) { if( scr_old_dirty[i].x1 < clear.x1 ) clear.x1 = scr_old_dirty[i].x1; if( scr_old_dirty[i].x2 > clear.x2 ) clear.x2 = scr_old_dirty[i].x2; if( scr_old_dirty[i].y1 < clear.y1 ) clear.y1 = scr_old_dirty[i].y1; if( scr_old_dirty[i].y2 > clear.y2 ) clear.y2 = scr_old_dirty[i].y2; } scr_old_dirty[1] = scr_old_dirty[0]; scr_old_dirty[0] = scr_dirty; scr_dirty.x1 = 9999; scr_dirty.x2 = -9999; scr_dirty.y1 = 9999; scr_dirty.y2 = -9999; if( clear.y2 <= clear.y1 ) return; // nothing disturbed top = clgame.viewport[1]; bottom = top + clgame.viewport[3] - 1; left = clgame.viewport[0]; right = left + clgame.viewport[2] - 1; if( clear.y1 < top ) { // clear above view screen i = clear.y2 < top-1 ? clear.y2 : top - 1; ref.dllFuncs.R_DrawTileClear( cls.tileImage, clear.x1, clear.y1, clear.x2 - clear.x1 + 1, i - clear.y1 + 1 ); clear.y1 = top; } if( clear.y2 > bottom ) { // clear below view screen i = clear.y1 > bottom + 1 ? clear.y1 : bottom + 1; ref.dllFuncs.R_DrawTileClear( cls.tileImage, clear.x1, i, clear.x2 - clear.x1 + 1, clear.y2 - i + 1 ); clear.y2 = bottom; } if( clear.x1 < left ) { // clear left of view screen i = clear.x2 < left - 1 ? clear.x2 : left - 1; ref.dllFuncs.R_DrawTileClear( cls.tileImage, clear.x1, clear.y1, i - clear.x1 + 1, clear.y2 - clear.y1 + 1 ); clear.x1 = left; } if( clear.x2 > right ) { // clear left of view screen i = clear.x1 > right + 1 ? clear.x1 : right + 1; ref.dllFuncs.R_DrawTileClear( cls.tileImage, i, clear.y1, clear.x2 - i + 1, clear.y2 - clear.y1 + 1 ); clear.x2 = right; } } /* ================== SCR_UpdateScreen This is called every frame, and can also be called explicitly to flush text to the screen. ================== */ void SCR_UpdateScreen( void ) { if( !V_PreRender( )) return; switch( cls.state ) { case ca_disconnected: Con_RunConsole (); break; case ca_connecting: case ca_connected: case ca_validate: SCR_DrawPlaque(); break; case ca_active: Con_RunConsole (); V_RenderView(); break; case ca_cinematic: SCR_DrawCinematic(); break; default: Host_Error( "SCR_UpdateScreen: bad cls.state\n" ); break; } V_PostRender(); } qboolean SCR_LoadFixedWidthFont( const char *fontname ) { int i, fontWidth; if( cls.creditsFont.valid ) return true; // already loaded if( !FS_FileExists( fontname, false )) return false; cls.creditsFont.hFontTexture = ref.dllFuncs.GL_LoadTexture( fontname, NULL, 0, TF_IMAGE|TF_KEEP_SOURCE ); R_GetTextureParms( &fontWidth, NULL, cls.creditsFont.hFontTexture ); cls.creditsFont.charHeight = clgame.scrInfo.iCharHeight = fontWidth / 16; cls.creditsFont.type = FONT_FIXED; cls.creditsFont.valid = true; // build fixed rectangles for( i = 0; i < 256; i++ ) { cls.creditsFont.fontRc[i].left = (i * (fontWidth / 16)) % fontWidth; cls.creditsFont.fontRc[i].right = cls.creditsFont.fontRc[i].left + fontWidth / 16; cls.creditsFont.fontRc[i].top = (i / 16) * (fontWidth / 16); cls.creditsFont.fontRc[i].bottom = cls.creditsFont.fontRc[i].top + fontWidth / 16; cls.creditsFont.charWidths[i] = clgame.scrInfo.charWidths[i] = fontWidth / 16; } return true; } qboolean SCR_LoadVariableWidthFont( const char *fontname ) { int i, fontWidth; byte *buffer; fs_offset_t length; qfont_t *src; if( cls.creditsFont.valid ) return true; // already loaded if( !FS_FileExists( fontname, false )) return false; cls.creditsFont.hFontTexture = ref.dllFuncs.GL_LoadTexture( fontname, NULL, 0, TF_IMAGE ); R_GetTextureParms( &fontWidth, NULL, cls.creditsFont.hFontTexture ); // half-life font with variable chars witdh buffer = FS_LoadFile( fontname, &length, false ); // setup creditsfont if( buffer && length >= sizeof( qfont_t )) { src = (qfont_t *)buffer; cls.creditsFont.charHeight = clgame.scrInfo.iCharHeight = src->rowheight; cls.creditsFont.type = FONT_VARIABLE; // build rectangles for( i = 0; i < 256; i++ ) { cls.creditsFont.fontRc[i].left = (word)src->fontinfo[i].startoffset % fontWidth; cls.creditsFont.fontRc[i].right = cls.creditsFont.fontRc[i].left + src->fontinfo[i].charwidth; cls.creditsFont.fontRc[i].top = (word)src->fontinfo[i].startoffset / fontWidth; cls.creditsFont.fontRc[i].bottom = cls.creditsFont.fontRc[i].top + src->rowheight; cls.creditsFont.charWidths[i] = clgame.scrInfo.charWidths[i] = src->fontinfo[i].charwidth; } cls.creditsFont.valid = true; } if( buffer ) Mem_Free( buffer ); return true; } /* ================ SCR_LoadCreditsFont INTERNAL RESOURCE ================ */ void SCR_LoadCreditsFont( void ) { const char *path = "gfx/creditsfont.fnt"; dword crc; // replace default gfx.wad textures by current charset's font if( !CRC32_File( &crc, "gfx.wad" ) || crc == 0x49eb9f16 ) { const char *path2 = va("creditsfont_%s.fnt", Cvar_VariableString( "con_charset" ) ); if( FS_FileExists( path2, false ) ) path = path2; } if( !SCR_LoadVariableWidthFont( path )) { if( !SCR_LoadFixedWidthFont( "gfx/conchars" )) Con_DPrintf( S_ERROR "failed to load HUD font\n" ); } } /* ================ SCR_InstallParticlePalette INTERNAL RESOURCE ================ */ void SCR_InstallParticlePalette( void ) { rgbdata_t *pic; int i; // first check 'palette.lmp' then 'palette.pal' pic = FS_LoadImage( DEFAULT_INTERNAL_PALETTE, NULL, 0 ); if( !pic ) pic = FS_LoadImage( DEFAULT_EXTERNAL_PALETTE, NULL, 0 ); // NOTE: imagelib required this fakebuffer for loading internal palette if( !pic ) pic = FS_LoadImage( "#valve.pal", (byte *)&i, 768 ); if( pic ) { for( i = 0; i < 256; i++ ) { clgame.palette[i].r = pic->palette[i*4+0]; clgame.palette[i].g = pic->palette[i*4+1]; clgame.palette[i].b = pic->palette[i*4+2]; } FS_FreeImage( pic ); } else { // someone deleted internal palette from code... for( i = 0; i < 256; i++ ) { clgame.palette[i].r = i; clgame.palette[i].g = i; clgame.palette[i].b = i; } } } /* ================ SCR_RegisterTextures INTERNAL RESOURCE ================ */ void SCR_RegisterTextures( void ) { // register gfx.wad images if( FS_FileExists( "gfx/paused.lmp", false )) cls.pauseIcon = ref.dllFuncs.GL_LoadTexture( "gfx/paused.lmp", NULL, 0, TF_IMAGE ); else if( FS_FileExists( "gfx/pause.lmp", false )) cls.pauseIcon = ref.dllFuncs.GL_LoadTexture( "gfx/pause.lmp", NULL, 0, TF_IMAGE ); if( FS_FileExists( "gfx/lambda.lmp", false )) { if( cl_allow_levelshots->value ) cls.loadingBar = ref.dllFuncs.GL_LoadTexture( "gfx/lambda.lmp", NULL, 0, TF_IMAGE|TF_LUMINANCE ); else cls.loadingBar = ref.dllFuncs.GL_LoadTexture( "gfx/lambda.lmp", NULL, 0, TF_IMAGE ); } else if( FS_FileExists( "gfx/loading.lmp", false )) { if( cl_allow_levelshots->value ) cls.loadingBar = ref.dllFuncs.GL_LoadTexture( "gfx/loading.lmp", NULL, 0, TF_IMAGE|TF_LUMINANCE ); else cls.loadingBar = ref.dllFuncs.GL_LoadTexture( "gfx/loading.lmp", NULL, 0, TF_IMAGE ); } cls.tileImage = ref.dllFuncs.GL_LoadTexture( "gfx/backtile.lmp", NULL, 0, TF_NOMIPMAP ); } /* ================= SCR_SizeUp_f Keybinding command ================= */ void SCR_SizeUp_f( void ) { Cvar_SetValue( "viewsize", Q_min( scr_viewsize->value + 10, 120 )); } /* ================= SCR_SizeDown_f Keybinding command ================= */ void SCR_SizeDown_f( void ) { Cvar_SetValue( "viewsize", Q_max( scr_viewsize->value - 10, 30 )); } /* ================== SCR_VidInit ================== */ void SCR_VidInit( void ) { if( !ref.initialized ) // don't call VidInit too soon return; memset( &clgame.ds, 0, sizeof( clgame.ds )); // reset a draw state memset( &gameui.ds, 0, sizeof( gameui.ds )); // reset a draw state memset( &clgame.centerPrint, 0, sizeof( clgame.centerPrint )); // update screen sizes for menu if( gameui.globals ) { gameui.globals->scrWidth = refState.width; gameui.globals->scrHeight = refState.height; } // notify vgui about screen size change if( clgame.hInstance ) { VGui_Startup( refState.width, refState.height ); } CL_ClearSpriteTextures(); // now all hud sprites are invalid // vid_state has changed if( gameui.hInstance ) gameui.dllFuncs.pfnVidInit(); if( clgame.hInstance ) clgame.dllFuncs.pfnVidInit(); // restart console size Con_VidInit (); } /* ================== SCR_Init ================== */ void SCR_Init( void ) { if( scr_init ) return; scr_centertime = Cvar_Get( "scr_centertime", "2.5", 0, "centerprint hold time" ); cl_levelshot_name = Cvar_Get( "cl_levelshot_name", "*black", 0, "contains path to current levelshot" ); cl_allow_levelshots = Cvar_Get( "allow_levelshots", "0", FCVAR_ARCHIVE, "allow engine to use indivdual levelshots instead of 'loading' image" ); scr_loading = Cvar_Get( "scr_loading", "0", 0, "loading bar progress" ); scr_download = Cvar_Get( "scr_download", "-1", 0, "downloading bar progress" ); cl_testlights = Cvar_Get( "cl_testlights", "0", 0, "test dynamic lights" ); cl_envshot_size = Cvar_Get( "cl_envshot_size", "256", FCVAR_ARCHIVE, "envshot size of cube side" ); v_dark = Cvar_Get( "v_dark", "0", 0, "starts level from dark screen" ); scr_viewsize = Cvar_Get( "viewsize", "120", FCVAR_ARCHIVE, "screen size" ); net_speeds = Cvar_Get( "net_speeds", "0", FCVAR_ARCHIVE, "show network packets" ); cl_showfps = Cvar_Get( "cl_showfps", "1", FCVAR_ARCHIVE, "show client fps" ); cl_showpos = Cvar_Get( "cl_showpos", "0", FCVAR_ARCHIVE, "show local player position and velocity" ); // register our commands Cmd_AddCommand( "skyname", CL_SetSky_f, "set new skybox by basename" ); Cmd_AddCommand( "loadsky", CL_SetSky_f, "set new skybox by basename" ); Cmd_AddCommand( "viewpos", SCR_Viewpos_f, "prints current player origin" ); Cmd_AddCommand( "sizeup", SCR_SizeUp_f, "screen size up to 10 points" ); Cmd_AddCommand( "sizedown", SCR_SizeDown_f, "screen size down to 10 points" ); if( !UI_LoadProgs( )) { Con_Printf( S_ERROR "can't initialize gameui DLL: %s\n", COM_GetLibraryError() ); // there is non fatal for us host.allow_console = true; // we need console, because menu is missing } SCR_VidInit(); SCR_LoadCreditsFont (); SCR_RegisterTextures (); SCR_InstallParticlePalette (); SCR_InitCinematic(); CL_InitNetgraph(); if( host.allow_console && Sys_CheckParm( "-toconsole" )) Cbuf_AddText( "toggleconsole\n" ); else UI_SetActiveMenu( true ); scr_init = true; } void SCR_Shutdown( void ) { if( !scr_init ) return; Cmd_RemoveCommand( "timerefresh" ); Cmd_RemoveCommand( "skyname" ); Cmd_RemoveCommand( "viewpos" ); UI_SetActiveMenu( false ); UI_UnloadProgs(); scr_init = false; }