35 {
36 Math.Randomize(-1);
37
38 LogManager.Init();
39
42
43
46
47
48
49
51
52 #ifdef DIAG_DEVELOPER
53 m_EnergyManagerArray = new array<ComponentEnergyManager>;
54 #endif
55
57 {
58 SEffectManager.Init();
59 AmmoEffects.Init();
60 VONManager.Init();
62 {
63 SEffectManager.InitServer();
64 }
65 }
66 else
67 {
68 SEffectManager.InitServer();
69 }
70 }
static int GAME_STORAGE_VERSION
proto native bool IsMultiplayer()
ref array< ref Param > m_ParamCache
proto native void StorageVersion(int iVersion)
Set actual storage version - for next save.
proto native bool IsDedicatedServer()
Robust check which is preferred than the above, as it is valid much sooner.
ref AnalyticsManagerServer m_AnalyticsManagerServer
ref AnalyticsManagerClient m_AnalyticsManagerClient