Fix for LoadLevel not being called. (#584)
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@@ -3200,7 +3200,7 @@ CCryEditApp::ECreateLevelResult CCryEditApp::CreateLevel(const QString& levelNam
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m_bIsExportingLegacyData = false;
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}
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GetIEditor()->GetGameEngine()->LoadLevel(GetIEditor()->GetGameEngine()->GetMissionName(), true, true);
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GetIEditor()->GetGameEngine()->LoadLevel(true, true);
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GetIEditor()->GetSystem()->GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_LEVEL_PRECACHE_START, 0, 0);
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GetIEditor()->GetSystem()->GetISystemEventDispatcher()->OnSystemEvent(ESYSTEM_EVENT_LEVEL_PRECACHE_END, 0, 0);
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@@ -459,6 +459,11 @@ void CCryEditDoc::Load(TDocMultiArchive& arrXmlAr, const QString& szFilename)
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Audio::AudioSystemRequestBus::Broadcast(&Audio::AudioSystemRequestBus::Events::PushRequestBlocking, oAudioRequestData);
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}
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{
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CAutoLogTime logtime("Game Engine level load");
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GetIEditor()->GetGameEngine()->LoadLevel(true, true);
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}
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if (!isPrefabEnabled)
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{
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//////////////////////////////////////////////////////////////////////////
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@@ -539,19 +539,12 @@ void CGameEngine::SetLevelPath(const QString& path)
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}
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}
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void CGameEngine::SetMissionName(const QString& mission)
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{
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m_missionName = mission;
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}
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bool CGameEngine::LoadLevel(
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const QString& mission,
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[[maybe_unused]] bool bDeleteAIGraph,
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bool bReleaseResources)
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{
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LOADING_TIME_PROFILE_SECTION(GetIEditor()->GetSystem());
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m_bLevelLoaded = false;
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m_missionName = mission;
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CLogFile::FormatLine("Loading map '%s' into engine...", m_levelPath.toUtf8().data());
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// Switch the current directory back to the Primary CD folder first.
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// The engine might have trouble to find some files when the current
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@@ -600,7 +593,7 @@ bool CGameEngine::LoadLevel(
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bool CGameEngine::ReloadLevel()
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{
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if (!LoadLevel(GetMissionName(), false, false))
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if (!LoadLevel(false, false))
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{
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return false;
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}
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@@ -89,7 +89,6 @@ public:
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//! Load new terrain level into 3d engine.
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//! Also load AI triangulation for this level.
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bool LoadLevel(
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const QString& mission,
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bool bDeleteAIGraph,
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bool bReleaseResources);
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//!* Reload level if it was already loaded.
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@@ -107,14 +106,10 @@ public:
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bool IsLevelLoaded() const { return m_bLevelLoaded; };
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//! Assign new level path name.
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void SetLevelPath(const QString& path);
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//! Assign new current mission name.
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void SetMissionName(const QString& mission);
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//! Return name of currently loaded level.
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const QString& GetLevelName() const { return m_levelName; };
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//! Return extension of currently loaded level.
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const QString& GetLevelExtension() const { return m_levelExtension; };
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//! Return name of currently active mission.
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const QString& GetMissionName() const { return m_missionName; };
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//! Get fully specified level path.
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const QString& GetLevelPath() const { return m_levelPath; };
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//! Query if engine is in game mode.
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@@ -172,7 +167,6 @@ private:
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CLogFile m_logFile;
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QString m_levelName;
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QString m_levelExtension;
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QString m_missionName;
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QString m_levelPath;
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QString m_MOD;
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bool m_bLevelLoaded;
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