Rename reInit() method to 'resetSimulator', and document that it's hooked up to the 'reset' command.
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d279c394d7
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4 changed files with 7 additions and 3 deletions
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@ -55,7 +55,6 @@ extern fntTexFont *guiFntHandle;
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extern int gui_menu_on;
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extern int gui_menu_on;
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// from gui_funcs.cxx
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// from gui_funcs.cxx
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extern void reInit(void);
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extern void fgDumpSnapShotWrapper();
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extern void fgDumpSnapShotWrapper();
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#ifdef TR_HIRES_SNAP
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#ifdef TR_HIRES_SNAP
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extern void fgHiResDumpWrapper();
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extern void fgHiResDumpWrapper();
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@ -223,7 +223,7 @@ do_exit (const SGPropertyNode * arg)
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static bool
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static bool
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do_reset (const SGPropertyNode * arg)
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do_reset (const SGPropertyNode * arg)
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{
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{
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reInit();
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doSimulatorReset();
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return true;
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return true;
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}
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}
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@ -1652,7 +1652,7 @@ void fgReInitSubsystems()
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}
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}
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void reInit(void) // from gui_local.cxx -- TODO merge with fgReInitSubsystems()
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void doSimulatorReset(void) // from gui_local.cxx -- TODO merge with fgReInitSubsystems()
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{
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{
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static SGPropertyNode_ptr master_freeze = fgGetNode("/sim/freeze/master", true);
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static SGPropertyNode_ptr master_freeze = fgGetNode("/sim/freeze/master", true);
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@ -65,6 +65,11 @@ bool fgInitSubsystems();
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// Reset
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// Reset
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void fgReInitSubsystems();
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void fgReInitSubsystems();
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/**
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* this is what the 'reset' command (and hence, GUI) is attached too
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* it overlaps with fgReInitSubsystems quite substantially
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*/
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void doSimulatorReset(void);
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// Set the initial position based on presets (or defaults)
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// Set the initial position based on presets (or defaults)
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bool fgInitPosition();
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bool fgInitPosition();
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