def init_state(self, console): extention_loader.safepost( console, "[stock]: Adding the ANIMCutscenePlayer StateFactory", color=(0, 255, 255), bold=1) debug("Adding the state") absroot.state_manager.factories[ "cutscene_anim"] = state.InterdictingStateFactory(ANIMCutscenePlayer) primitives.register_primitive(absroot, "play_cutsceneanim", ANIMCutscenePlayerPrimitive)
def init_states(root, console): info("Setting up DispatchState") root.state_manager.factories["plg_internal_scene_selector"]=state.InterdictingStateFactory(DispatchState)
def last_load(self): absroot.state_manager.factories[ "music_debug"] = state.InterdictingStateFactory(MusicDebugState)
def init_states(root, console): info("Setting up HangarState2") root.state_manager.factories[ "icn_ss_hangar2"] = state.InterdictingStateFactory(HangarState2)
def init_states(root, console): info("Setting up BarState") root.state_manager.factories["icn_ss_bar"]=state.InterdictingStateFactory(BarState)
extention_loader.load_all_packages(root, 'loader') info("Loading core packages") root.loader_renderer = overlay_gui.IngameRenderedConsole( root, root.renderspace_size[1] / root.gamedb("LOADER_font_mono").size("A")[1], 200, "LOADER_font_mono") extention_loader.load_all_packages( root, 'extensions', root.loader_renderer if root.settings["graphics"]["loader_screen"] else None) debug("Loaded all packages") root.state_manager.add_state(gamestate.RunningGameState(), "game") root.state_manager.add_state(newgame.ShipSelectState(), "newgame_selectship") root.state_manager.factories["ext_info"] = state.InterdictingStateFactory( extention_loader.ExtentionInfoClass) root.state_manager.factories["ass_info"] = state.InterdictingStateFactory( extention_loader.AssetInfoClass) root.state_manager.factories["generic_ui"] = state.InterdictingStateFactory( ui_states.GenericUIInterdictor) root.state_manager.factories["keymapper"] = state.InterdictingStateFactory( keymapping.KeyMapperState) root.state_manager.factories["credits"] = state.InterdictingStateFactory( gamestate.CreditsState) root.state_manager.factories["dialog"] = state.InterdictingStateFactory( dialog.DialogState) root.state_manager.factories["inventory"] = state.InterdictingStateFactory( inventory2.InventoryState2) root.state_manager.factories[ "hardpoint_select"] = state.InterdictingStateFactory( inventory2.SlotSelectorState2)