materialsystem/cmaterialsystem.cpp
void CMaterialSystem::OnLevelShutdown()
{
	// changing contexts away from gameplay
	m_bLevelLoadingComplete = false;

	int nSize = m_OnLevelShutdownFuncs.Count();
	for (int i = 0 ; i < nSize ; ++i)
	{
		COnLevelShutdownFunc & instance = m_OnLevelShutdownFuncs[i];
		instance.m_Func(instance.m_pUserData);
	}
}
// Gets called when the level is shuts down, will call the registered callback
Gets called when the level is shuts down, will call the registered callback
Gets called when the level is shuts down will call the registered callback
void CMaterialSystem::OnLevelShutdown()
{
	m_bLevelLoadingComplete = false;
	int nSize = m_OnLevelShutdownFuncs.Count();
	for (int i = 0 ; i < nSize ; ++i)
	{
		COnLevelShutdownFunc & instance = m_OnLevelShutdownFuncs[i];
		instance.m_Func(instance.m_pUserData);
	}
}
void CMaterialSystem :: OnLevelShutdown ( ) { m_bLevelLoadingComplete = false ; int nSize = m_OnLevelShutdownFuncs . Count ( ) ; for ( int i = 0 ; i < nSize ; ++ i ) { COnLevelShutdownFunc & instance = m_OnLevelShutdownFuncs [ i ] ; instance . m_Func ( instance . m_pUserData ) ; } }
Gets called when the level is shuts down, will call the registered callback
Gets called when the level is shuts down will call the registered callback
// changing contexts away from gameplay