FF Diff Viewer

Comparing 2006 Base SDK to Fortress Forever 2.46

dlls/world.cpp

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// memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" extern CBaseEntity *g_pLastSpawn; void InitBodyQue(void); extern void W_Precache(void);
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// memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" extern CBaseEntity *g_pLastSpawnRandomizer; // this will be obsolete soon extern CBaseEntity *g_pLastSpawn; void InitBodyQue(void); extern void W_Precache(void);
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g_WorldEntity = this; g_fGameOver = false; g_pLastSpawn = NULL; ConVar *stepsize = ( ConVar * )cvar->FindVar( "sv_stepsize" ); if ( stepsize )
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g_WorldEntity = this; g_fGameOver = false; g_pLastSpawn = NULL; g_pLastSpawnRandomizer = NULL; ConVar *stepsize = ( ConVar * )cvar->FindVar( "sv_stepsize" ); if ( stepsize )
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// ================================================= // Load and Init AI Networks // ================================================= CAI_NetworkManager::InitializeAINetworks(); // ================================================= // Load and Init AI Schedules // ================================================= g_AI_SchedulesManager.LoadAllSchedules(); // ================================================= // Initialize NPC Relationships // ================================================= g_pGameRules->InitDefaultAIRelationships(); CBaseCombatCharacter::InitInteractionSystem(); // Call all registered precachers. CPrecacheRegister::Precache();
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// ================================================= // Load and Init AI Networks // ================================================= //CAI_NetworkManager::InitializeAINetworks(); // ================================================= // Load and Init AI Schedules // ================================================= //g_AI_SchedulesManager.LoadAllSchedules(); // ================================================= // Initialize NPC Relationships // ================================================= //g_pGameRules->InitDefaultAIRelationships(); //CBaseCombatCharacter::InitInteractionSystem(); // Call all registered precachers. CPrecacheRegister::Precache();