engine/sys_engine.cpp
bool CEngine::Load( bool dedicated, const char *rootdir )
{
	bool success = false;

	// Activate engine
	// NOTE: We must bypass the 'next state' block here for initialization to work properly.
	m_nDLLState = m_nNextDLLState = DLL_ACTIVE;

	if ( Sys_InitGame( 
		g_AppSystemFactory,
		rootdir, 
		game->GetMainWindowAddress(), 
		dedicated ) )
	{
		success = true;

		UpdateMaterialSystemConfig();
	}

	return success;
}
//-----------------------------------------------------------------------------
// Purpose: 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
Output : Returns true on success, false on failure.
Output : Returns true on success false on failure .
bool CEngine::Load( bool dedicated, const char *rootdir )
{
	bool success = false;
	m_nDLLState = m_nNextDLLState = DLL_ACTIVE;
	if ( Sys_InitGame( 
		g_AppSystemFactory,
		rootdir, 
		game->GetMainWindowAddress(), 
		dedicated ) )
	{
		success = true;
		UpdateMaterialSystemConfig();
	}
	return success;
}
bool CEngine :: Load ( bool dedicated , const char * rootdir ) { bool success = false ; m_nDLLState = m_nNextDLLState = DLL_ACTIVE ; if ( Sys_InitGame ( g_AppSystemFactory , rootdir , game -> GetMainWindowAddress ( ) , dedicated ) ) { success = true ; UpdateMaterialSystemConfig ( ) ; } return success ; }
Purpose:
Output : Returns true on success, false on failure.
Purpose : Output : Returns true on success false on failure .
// Activate engine // NOTE: We must bypass the 'next state' block here for initialization to work properly.