mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-15 15:11:41 +00:00
736 lines
16 KiB
C++
736 lines
16 KiB
C++
/*
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** mainloop.cpp
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** Implements the main game loop
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**
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**---------------------------------------------------------------------------
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** Copyright 2020 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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// For TryRunTics the following applies:
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2020 Christoph Oelckers
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// DOOM Network game communication and protocol,
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// all OS independent parts.
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//
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//-----------------------------------------------------------------------------
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#include <chrono>
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#include <thread>
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#include "c_cvars.h"
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#include "i_time.h"
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#include "d_net.h"
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#include "gamecontrol.h"
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#include "c_console.h"
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#include "razemenu.h"
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#include "i_system.h"
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#include "raze_sound.h"
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#include "raze_music.h"
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#include "vm.h"
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#include "gamestate.h"
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#include "screenjob_.h"
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#include "c_console.h"
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#include "uiinput.h"
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#include "v_video.h"
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#include "glbackend/glbackend.h"
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#include "palette.h"
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#include "build.h"
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#include "g_input.h"
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#include "mapinfo.h"
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#include "automap.h"
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#include "statusbar.h"
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#include "gamestruct.h"
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#include "savegamehelp.h"
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#include "v_draw.h"
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#include "gamehud.h"
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CVAR(Bool, vid_activeinbackground, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, r_ticstability, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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EXTERN_CVAR(Bool, cl_capfps)
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CVAR(Bool, cl_resumesavegame, true, CVAR_ARCHIVE)
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ticcmd_t playercmds[MAXPLAYERS];
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static uint64_t stabilityticduration = 0;
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static uint64_t stabilitystarttime = 0;
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bool pauseext;
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bool r_NoInterpolate;
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int entertic;
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int oldentertics;
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int gametic;
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FString savename;
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FString BackupSaveGame;
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void DoLoadGame(const char* name);
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bool sendsave;
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FString savedescription;
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FString savegamefile;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void G_BuildTiccmd(ticcmd_t* cmd)
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{
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if (sendsave)
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{
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sendsave = false;
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Net_WriteByte(DEM_SAVEGAME);
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Net_WriteString(savegamefile);
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Net_WriteString(savedescription);
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savegamefile = "";
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}
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cmd->ucmd = {};
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I_GetEvent();
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auto input = CONTROL_GetInput();
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gi->GetInput(&cmd->ucmd, &input);
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cmd->consistency = consistency[myconnectindex][(maketic / ticdup) % BACKUPTICS];
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool newGameStarted;
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void NewGame(MapRecord* map, int skill, bool ns = false)
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{
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newGameStarted = true;
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ShowIntermission(nullptr, map, nullptr, [=](bool) {
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gi->NewGame(map, skill, ns);
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ResetStatusBar();
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});
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void GameTicker()
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{
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int i;
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handleevents();
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// Todo: Migrate state changes to here instead of doing them ad-hoc
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while (gameaction != ga_nothing)
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{
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auto ga = gameaction;
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gameaction = ga_nothing;
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switch (ga)
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{
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case ga_autoloadgame:
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C_FlushDisplay();
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if (BackupSaveGame.IsNotEmpty() && cl_resumesavegame)
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{
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DoLoadGame(BackupSaveGame);
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}
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else
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{
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g_nextmap = currentLevel;
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FX_StopAllSounds();
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FX_SetReverb(0);
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gi->FreeLevelData();
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gameaction = ga_level;
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NewGame(g_nextmap, -1);
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BackupSaveGame = "";
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}
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break;
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case ga_completed:
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FX_StopAllSounds();
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FX_SetReverb(0);
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if (g_nextmap == currentLevel)
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{
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// if the same level is restarted, skip any progression stuff like summary screens or cutscenes.
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gi->FreeLevelData();
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gameaction = ga_level;
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gi->NextLevel(g_nextmap, g_nextskill);
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ResetStatusBar();
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}
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else
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{
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gi->LevelCompleted(g_nextmap, g_nextskill);
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assert(gameaction != ga_nothing);
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}
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break;
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case ga_nextlevel:
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gi->FreeLevelData();
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gameaction = ga_level;
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gi->NextLevel(g_nextmap, g_nextskill);
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ResetStatusBar();
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break;
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case ga_newgame:
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FX_StopAllSounds();
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case ga_newgamenostopsound:
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DeleteScreenJob();
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FX_SetReverb(0);
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gi->FreeLevelData();
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C_FlushDisplay();
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gameaction = ga_level;
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BackupSaveGame = "";
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NewGame(g_nextmap, g_nextskill, ga == ga_newgamenostopsound);
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break;
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case ga_startup:
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Mus_Stop();
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FX_StopAllSounds();
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gi->FreeLevelData();
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gamestate = GS_STARTUP;
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break;
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case ga_mainmenu:
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FX_StopAllSounds();
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if (isBlood()) Mus_Stop();
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case ga_mainmenunostopsound:
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gi->FreeLevelData();
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gamestate = GS_MENUSCREEN;
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M_StartControlPanel(ga == ga_mainmenu);
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M_SetMenu(NAME_Mainmenu);
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break;
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case ga_creditsmenu:
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FX_StopAllSounds();
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gi->FreeLevelData();
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gamestate = GS_MENUSCREEN;
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M_StartControlPanel(false);
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M_SetMenu(NAME_Mainmenu);
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M_SetMenu(NAME_CreditsMenu);
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break;
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case ga_savegame:
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G_DoSaveGame(true, false, savegamefile, savedescription);
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gameaction = ga_nothing;
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savegamefile = "";
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savedescription = "";
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break;
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case ga_loadgame:
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case ga_loadgamehidecon:
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//case ga_autoloadgame:
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G_DoLoadGame();
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break;
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case ga_autosave:
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if (gamestate == GS_LEVEL && !newGameStarted) M_Autosave();
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newGameStarted = false;
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break;
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case ga_level:
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gamestate = GS_LEVEL;
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break;
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case ga_intro:
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gamestate = GS_INTRO;
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break;
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case ga_intermission:
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gamestate = GS_CUTSCENE;
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break;
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case ga_fullconsole:
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C_FullConsole();
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Mus_Stop();
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gameaction = ga_nothing;
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break;
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case ga_endscreenjob:
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EndScreenJob();
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break;
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// for later
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// case ga_recordgame, // start a new demo recording (later)
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// case ga_loadgameplaydemo, // load a savegame and play a demo.
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default:
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break;
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}
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C_AdjustBottom();
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}
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// get commands, check consistancy, and build new consistancy check
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int buf = (gametic / ticdup) % BACKUPTICS;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i])
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{
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ticcmd_t* cmd = &playercmds[i];
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ticcmd_t* newcmd = &netcmds[i][buf];
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if ((gametic % ticdup) == 0)
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{
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RunNetSpecs(i, buf);
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}
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#if 0
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if (demorecording)
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{
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G_WriteDemoTiccmd(newcmd, i, buf);
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}
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if (demoplayback)
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{
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G_ReadDemoTiccmd(cmd, i);
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}
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else
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#endif
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{
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*cmd = *newcmd;
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}
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if (netgame && /*!demoplayback &&*/ (gametic % ticdup) == 0)
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{
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#if 0
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//players[i].inconsistant = 0;
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if (gametic > BACKUPTICS * ticdup && consistancy[i][buf] != cmd->consistancy)
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{
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players[i].inconsistant = gametic - BACKUPTICS * ticdup;
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}
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#endif
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consistency[i][buf] = gi->GetPlayerChecksum(i);
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}
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}
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}
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C_RunDelayedCommands();
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updatePauseStatus();
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switch (gamestate)
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{
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default:
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case GS_STARTUP:
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artClearMapArt();
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gi->Startup();
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break;
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case GS_LEVEL:
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gameupdatetime.Reset();
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gameupdatetime.Clock();
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gi->Ticker();
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TickStatusBar();
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levelTextTime--;
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gameupdatetime.Unclock();
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break;
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case GS_MENUSCREEN:
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case GS_FULLCONSOLE:
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break;
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case GS_CUTSCENE:
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case GS_INTRO:
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if (ScreenJobTick())
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{
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// synchronize termination with the playsim.
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Net_WriteByte(DEM_ENDSCREENJOB);
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}
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break;
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}
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}
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//==========================================================================
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//
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// Display
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//
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//==========================================================================
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void Display()
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{
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if (screen == nullptr || (!AppActive && (screen->IsFullscreen() || !vid_activeinbackground)))
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{
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return;
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}
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screen->FrameTime = I_msTimeFS();
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tileUpdateAnimations();
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screen->BeginFrame();
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twodpsp.Clear();
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twodpsp.SetSize(screen->GetWidth(), screen->GetHeight());
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twodpsp.ClearClipRect();
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twod->Clear();
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//twod->SetSize(screen->GetWidth(), screen->GetHeight());
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twod->Begin(screen->GetWidth(), screen->GetHeight());
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twod->ClearClipRect();
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switch (gamestate)
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{
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case GS_MENUSCREEN:
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case GS_FULLCONSOLE:
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gi->DrawBackground();
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break;
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case GS_INTRO:
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case GS_CUTSCENE:
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// screen jobs are not bound by the game ticker so they need to be ticked in the display loop.
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ScreenJobDraw();
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break;
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case GS_LEVEL:
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if (gametic != 0)
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{
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screen->FrameTime = I_msTimeFS();
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screen->BeginFrame();
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screen->SetSceneRenderTarget(gl_ssao != 0);
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updateModelInterpolation();
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gi->Render();
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DrawFullscreenBlends();
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drawMapTitle();
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break;
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}
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[[fallthrough]];
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default:
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twod->ClearScreen();
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break;
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}
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NetUpdate(); // send out any new accumulation
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if (gamestate != GS_INTRO) // do not draw overlays on the intros
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{
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// Draw overlay elements
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CT_Drawer();
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C_DrawConsole();
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M_Drawer();
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FStat::PrintStat(twod);
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}
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DrawRateStuff();
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videoShowFrame(1);
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}
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//==========================================================================
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//
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// Forces playsim processing time to be consistent across frames.
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// This improves interpolation for frames in between tics.
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//
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// With this cvar off the mods with a high playsim processing time will appear
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// less smooth as the measured time used for interpolation will vary.
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//
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//==========================================================================
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static void TicStabilityWait()
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{
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using namespace std::chrono;
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using namespace std::this_thread;
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if (!r_ticstability)
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return;
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uint64_t start = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
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while (true)
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{
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uint64_t cur = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
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if (cur - start > stabilityticduration)
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break;
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}
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}
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static void TicStabilityBegin()
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{
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using namespace std::chrono;
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stabilitystarttime = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
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}
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static void TicStabilityEnd()
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{
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using namespace std::chrono;
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uint64_t stabilityendtime = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
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stabilityticduration = std::min(stabilityendtime - stabilitystarttime, (uint64_t)1'000'000);
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}
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//==========================================================================
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//
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// The most important function in the engine.
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//
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//==========================================================================
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|
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void TryRunTics (void)
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{
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int i;
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int lowtic;
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int realtics;
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int availabletics;
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int counts;
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int numplaying;
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|
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// If paused, do not eat more CPU time than we need, because it
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// will all be wasted anyway.
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bool doWait = (cl_capfps || pauseext || (r_NoInterpolate && !M_IsAnimated() && gamestate != GS_CUTSCENE && gamestate != GS_INTRO));
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// get real tics
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if (doWait)
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{
|
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entertic = I_WaitForTic (oldentertics);
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}
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else
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{
|
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entertic = I_GetTime ();
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}
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realtics = entertic - oldentertics;
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oldentertics = entertic;
|
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|
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// get available tics
|
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NetUpdate ();
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if (pauseext)
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return;
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|
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lowtic = INT_MAX;
|
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numplaying = 0;
|
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for (i = 0; i < doomcom.numnodes; i++)
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{
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if (nodeingame[i])
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{
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numplaying++;
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if (nettics[i] < lowtic)
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lowtic = nettics[i];
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}
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}
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availabletics = lowtic - gametic / ticdup;
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|
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// decide how many tics to run
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if (realtics < availabletics-1)
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counts = realtics+1;
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else if (realtics < availabletics)
|
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counts = realtics;
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else
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counts = availabletics;
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|
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// Uncapped framerate needs seprate checks
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if (counts == 0 && !doWait)
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{
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TicStabilityWait();
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|
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// Check possible stall conditions
|
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Net_CheckLastReceived(counts);
|
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if (realtics >= 1)
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{
|
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C_Ticker();
|
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M_Ticker();
|
|
// Repredict the player for new buffered movement
|
|
#if 0
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gi->Unpredict();
|
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gi->Predict(myconnectindex);
|
|
#endif
|
|
}
|
|
if (!SyncInput())
|
|
{
|
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I_GetEvent();
|
|
auto input = CONTROL_GetInput();
|
|
gi->GetInput(nullptr, &input);
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}
|
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return;
|
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}
|
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|
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if (counts < 1)
|
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counts = 1;
|
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|
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// wait for new tics if needed
|
|
while (lowtic < gametic + counts)
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{
|
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NetUpdate ();
|
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lowtic = INT_MAX;
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|
|
for (i = 0; i < doomcom.numnodes; i++)
|
|
if (nodeingame[i] && nettics[i] < lowtic)
|
|
lowtic = nettics[i];
|
|
|
|
lowtic = lowtic * ticdup;
|
|
|
|
if (lowtic < gametic)
|
|
I_Error ("TryRunTics: lowtic < gametic");
|
|
|
|
// Check possible stall conditions
|
|
Net_CheckLastReceived (counts);
|
|
|
|
// Update time returned by I_GetTime, but only if we are stuck in this loop
|
|
if (lowtic < gametic + counts)
|
|
I_SetFrameTime();
|
|
|
|
// don't stay in here forever -- give the menu a chance to work
|
|
if (I_GetTime () - entertic >= 1)
|
|
{
|
|
C_Ticker ();
|
|
M_Ticker ();
|
|
// Repredict the player for new buffered movement
|
|
#if 0
|
|
gi->Unpredict();
|
|
gi->Predict(myconnectindex);
|
|
#endif
|
|
return;
|
|
}
|
|
}
|
|
|
|
//Tic lowtic is high enough to process this gametic. Clear all possible waiting info
|
|
hadlate = false;
|
|
#if 0
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
players[i].waiting = false;
|
|
#endif
|
|
lastglobalrecvtime = I_GetTime (); //Update the last time the game tic'd over
|
|
|
|
// run the count tics
|
|
if (counts > 0)
|
|
{
|
|
#if 0
|
|
gi->Unpredict();
|
|
#endif
|
|
while (counts--)
|
|
{
|
|
TicStabilityBegin();
|
|
if (gametic > lowtic)
|
|
{
|
|
I_Error ("gametic>lowtic");
|
|
}
|
|
#if 0
|
|
if (advancedemo)
|
|
{
|
|
D_DoAdvanceDemo ();
|
|
}
|
|
#endif
|
|
C_Ticker ();
|
|
M_Ticker ();
|
|
GameTicker();
|
|
gametic++;
|
|
|
|
NetUpdate (); // check for new console commands
|
|
TicStabilityEnd();
|
|
}
|
|
#if 0
|
|
gi->Predict(myconnectindex);
|
|
#endif
|
|
gi->UpdateSounds();
|
|
soundEngine->UpdateSounds(I_GetTime());
|
|
}
|
|
else
|
|
{
|
|
TicStabilityWait();
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// MainLoop - will never return aside from exceptions being thrown.
|
|
//
|
|
//==========================================================================
|
|
|
|
void MainLoop ()
|
|
{
|
|
int lasttic = 0;
|
|
|
|
// Clamp the timer to TICRATE until the playloop has been entered.
|
|
r_NoInterpolate = true;
|
|
|
|
if (userConfig.CommandMap.IsNotEmpty())
|
|
{
|
|
auto maprecord = FindMapByName(userConfig.CommandMap);
|
|
if (maprecord == nullptr)
|
|
{
|
|
maprecord = SetupUserMap(userConfig.CommandMap, g_gameType & GAMEFLAG_DUKE? "dethtoll.mid" : nullptr);
|
|
}
|
|
userConfig.CommandMap = "";
|
|
if (maprecord)
|
|
{
|
|
DeferredStartGame(maprecord, g_nextskill);
|
|
}
|
|
}
|
|
|
|
for (;;)
|
|
{
|
|
try
|
|
{
|
|
// frame syncronous IO operations
|
|
if (gametic > lasttic)
|
|
{
|
|
lasttic = gametic;
|
|
I_StartFrame ();
|
|
}
|
|
I_SetFrameTime();
|
|
|
|
TryRunTics (); // will run at least one tic
|
|
// Update display, next frame, with current state.
|
|
I_StartTic();
|
|
|
|
Display();
|
|
Mus_UpdateMusic(); // must be at the end.
|
|
}
|
|
catch (CRecoverableError &error)
|
|
{
|
|
if (error.GetMessage ())
|
|
{
|
|
Printf (PRINT_BOLD, "\n%s\n", error.GetMessage());
|
|
}
|
|
gi->ErrorCleanup();
|
|
M_ClearMenus();
|
|
C_FullConsole();
|
|
gameaction = ga_nothing;
|
|
}
|
|
catch (CVMAbortException &error)
|
|
{
|
|
error.MaybePrintMessage();
|
|
Printf("%s", error.stacktrace.GetChars());
|
|
gi->ErrorCleanup();
|
|
twod->SetOffset(DVector2(0, 0));
|
|
M_ClearMenus();
|
|
C_FullConsole();
|
|
}
|
|
}
|
|
}
|
|
|