Advertisement
BloodknightStudios

function Torque::onStart(%this)

Dec 6th, 2015
112
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 1.25 KB | None | 0 0
  1. function Torque::onStart(%this)
  2. {
  3. Parent::onStart(%this);
  4.  
  5. exec("art/core/gui/profiles.cs");
  6. exec( "./client/defaults.cs" );
  7. exec( "./server/defaults.cs" );
  8.  
  9.  
  10. $ScriptGroup = new SimGroup(ScriptClassGroup);
  11.  
  12. // Build the mission listing for server and client
  13. echo("----- Adding missions to list -----");
  14. %this.buildMissionList();
  15.  
  16. // Initialise stuff.
  17. exec("scripts/client/core.cs");
  18. %this.initializeCore();
  19.  
  20. echo(" % - Initialized Core");
  21.  
  22.  
  23. echo("\n--------- Initializing Directory: scripts ---------");
  24.  
  25. // Load the scripts that start it all...
  26. exec("./client/init.cs");
  27. //exec("./server/init.cs");
  28.  
  29. // Init the physics plugin.
  30. physicsInit();
  31.  
  32. // Start up the audio system.
  33. sfxStartup();
  34.  
  35. exec("scripts/client/core.cs");
  36. exec("scripts/server/coreserver.cs");
  37.  
  38. exec("./gui/guiTreeViewCtrl.cs");
  39. exec("./gui/messageBoxes/messageBox.ed.cs");
  40.  
  41. // Server gets loaded for all sessions, since clients
  42. // can host in-game servers.
  43. %this.initServer();
  44.  
  45. // Start up in either client, or dedicated server mode
  46. if ( $isDedicated || $pref::Server::Dedicated )
  47. {
  48. tge.initDedicated();
  49. }
  50. else
  51. tge.initClient();
  52. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement