From 2090d85aa348f81dc722c16b9cdd0abddc6f58f7 Mon Sep 17 00:00:00 2001 From: AzaezelX Date: Tue, 20 Jul 2021 12:13:54 -0500 Subject: [PATCH] rename core and tools modules and index files to match the directory (ornery tool doesn't like case renames, so delete and readd) --- Templates/BaseGame/game/core/Core.module | 8 -- Templates/BaseGame/game/core/Core.tscript | 86 --------------------- Templates/BaseGame/game/tools/Tools.module | 14 ---- Templates/BaseGame/game/tools/Tools.tscript | 26 ------- 4 files changed, 134 deletions(-) delete mode 100644 Templates/BaseGame/game/core/Core.module delete mode 100644 Templates/BaseGame/game/core/Core.tscript delete mode 100644 Templates/BaseGame/game/tools/Tools.module delete mode 100644 Templates/BaseGame/game/tools/Tools.tscript diff --git a/Templates/BaseGame/game/core/Core.module b/Templates/BaseGame/game/core/Core.module deleted file mode 100644 index 81e086605..000000000 --- a/Templates/BaseGame/game/core/Core.module +++ /dev/null @@ -1,8 +0,0 @@ - \ No newline at end of file diff --git a/Templates/BaseGame/game/core/Core.tscript b/Templates/BaseGame/game/core/Core.tscript deleted file mode 100644 index 07122e787..000000000 --- a/Templates/BaseGame/game/core/Core.tscript +++ /dev/null @@ -1,86 +0,0 @@ - -function CoreModule::onCreate(%this) -{ - // ---------------------------------------------------------------------------- - // Initialize core sub system functionality such as audio, the Canvas, PostFX, - // rendermanager, light managers, etc. - // - // Note that not all of these need to be initialized before the client, although - // the audio should and the canvas definitely needs to be. I've put things here - // to distinguish between the purpose and functionality of the various client - // scripts. Game specific script isn't needed until we reach the shell menus - // and start a game or connect to a server. We get the various subsystems ready - // to go, and then use initClient() to handle the rest of the startup sequence. - // - // If this is too convoluted we can reduce this complexity after futher testing - // to find exactly which subsystems should be readied before kicking things off. - // ---------------------------------------------------------------------------- - - new Settings(ProjectSettings) { file = "core/settings.xml"; }; - ProjectSettings.read(); - - ModuleDatabase.LoadExplicit( "Core_Rendering" ); - ModuleDatabase.LoadExplicit( "Core_Utility" ); - ModuleDatabase.LoadExplicit( "Core_GUI" ); - ModuleDatabase.LoadExplicit( "Core_Lighting" ); - ModuleDatabase.LoadExplicit( "Core_SFX" ); - ModuleDatabase.LoadExplicit( "Core_PostFX" ); - ModuleDatabase.LoadExplicit( "Core_GameObjects" ); - - exec("data/defaults." @ $TorqueScriptFileExtension); - %prefPath = getPrefpath(); - if ( isFile( %prefPath @ "/clientPrefs." @ $TorqueScriptFileExtension ) ) - exec( %prefPath @ "/clientPrefs." @ $TorqueScriptFileExtension ); - - // Seed the random number generator. - setRandomSeed(); - - // Parse the command line arguments - echo("\n--------- Parsing Arguments ---------"); - parseArgs(); - - // The canvas needs to be initialized before any gui scripts are run since - // some of the controls assume that the canvas exists at load time. - createCanvas($appName); - - //load canvas - //exec("./console/main." @ $TorqueScriptFileExtension); - - ModuleDatabase.LoadExplicit( "Core_Console" ); - - // Init the physics plugin. - physicsInit(); - - sfxStartup(); - - // Set up networking. - setNetPort(0); - - // Start processing file change events. - startFileChangeNotifications(); - - // If we have editors, initialize them here as well - if (isToolBuild()) - { - if(isFile("tools/main." @ $TorqueScriptFileExtension) && !$isDedicated) - exec("tools/main." @ $TorqueScriptFileExtension); - } - - //This is used to build the remap keybind sets for the different actionMaps. - $RemapCount = 0; -} - -function CoreModule::onDestroy(%this) -{ - -} - -//----------------------------------------------------------------------------- -// Called when the engine is shutting down. -function onExit() -{ - // Stop file change events. - stopFileChangeNotifications(); - - ModuleDatabase.UnloadExplicit( "Game" ); -} \ No newline at end of file diff --git a/Templates/BaseGame/game/tools/Tools.module b/Templates/BaseGame/game/tools/Tools.module deleted file mode 100644 index 93dee7e7a..000000000 --- a/Templates/BaseGame/game/tools/Tools.module +++ /dev/null @@ -1,14 +0,0 @@ - - - \ No newline at end of file diff --git a/Templates/BaseGame/game/tools/Tools.tscript b/Templates/BaseGame/game/tools/Tools.tscript deleted file mode 100644 index c9e0e01f5..000000000 --- a/Templates/BaseGame/game/tools/Tools.tscript +++ /dev/null @@ -1,26 +0,0 @@ - -function ToolsModule::onCreate(%this) -{ - // ---------------------------------------------------------------------------- - // Initialize core sub system functionality such as audio, the Canvas, PostFX, - // rendermanager, light managers, etc. - // - // Note that not all of these need to be initialized before the client, although - // the audio should and the canvas definitely needs to be. I've put things here - // to distinguish between the purpose and functionality of the various client - // scripts. Game specific script isn't needed until we reach the shell menus - // and start a game or connect to a server. We get the various subsystems ready - // to go, and then use initClient() to handle the rest of the startup sequence. - // - // If this is too convoluted we can reduce this complexity after futher testing - // to find exactly which subsystems should be readied before kicking things off. - // ---------------------------------------------------------------------------- - - //ModuleDatabase.LoadExplicit( "MainEditor" ); - //ModuleDatabase.LoadExplicit( "Tools_ObjectViewer" ); -} - -function ToolsModule::onDestroy(%this) -{ - -} \ No newline at end of file