force-move; cleaning some dead bits; etc

This commit is contained in:
Chris Forbes
2009-12-23 21:48:15 +13:00
parent 8fa02ea6a3
commit 982fde6d0a
6 changed files with 31 additions and 24 deletions

View File

@@ -37,32 +37,30 @@ namespace OpenRa.Game
WorldRenderer.ShowUnitPaths = settings.GetValue("pathdebug", false);
Game.timestep = settings.GetValue("rate", 40);
Game.Replay = settings.GetValue("replay", "");
Game.NetworkHost = settings.GetValue( "host", "" );
Game.NetworkPort = int.Parse( settings.GetValue( "port", "0" ) );
Game.NetworkHost = settings.GetValue("host", "");
Game.NetworkPort = int.Parse(settings.GetValue("port", "0"));
var useAftermath = bool.Parse( settings.GetValue( "aftermath", "false" ) );
var useAftermath = bool.Parse(settings.GetValue("aftermath", "false"));
Renderer.SheetSize = int.Parse( settings.GetValue( "sheetsize", "512" ) );
Renderer.SheetSize = int.Parse(settings.GetValue("sheetsize", "512"));
while( !File.Exists( "redalert.mix" ) )
while (!File.Exists("redalert.mix"))
{
var current = Directory.GetCurrentDirectory();
if( Directory.GetDirectoryRoot( current ) == current )
throw new InvalidOperationException( "Unable to load MIX files." );
Directory.SetCurrentDirectory( ".." );
if (Directory.GetDirectoryRoot(current) == current)
throw new InvalidOperationException("Unable to load MIX files.");
Directory.SetCurrentDirectory("..");
}
FileSystem.MountDefault( useAftermath );
FileSystem.MountDefault(useAftermath);
bool windowed = !settings.GetValue( "fullscreen", false );
renderer = new Renderer( this, GetResolution( settings ), windowed );
bool windowed = !settings.GetValue("fullscreen", false);
renderer = new Renderer(this, GetResolution(settings), windowed);
var controller = new Controller( () => (Modifiers)(int)ModifierKeys ); /* a bit of insane input routing */
var controller = new Controller(() => (Modifiers)(int)ModifierKeys); /* a bit of insane input routing */
Game.Initialize(settings.GetValue("map", "scm12ea.ini"), renderer, new int2(ClientSize),
settings.GetValue("player", 1), useAftermath, controller );
SequenceProvider.ForcePrecache();
settings.GetValue("player", 1), useAftermath, controller);
ShowCursor(false);
Game.ResetTimer();