Island loading cleanup and fix
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c559b71bc9
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4d1cfb7214
@ -10017,17 +10017,13 @@ int8 CRunningScript::ProcessCommands1000To1099(int32 command)
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CollectParameters(&m_nIp, 1);
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CTimer::Stop();
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CGame::currLevel = (eLevelName)ScriptParams[0];
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#ifdef NO_ISLAND_LOADING
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if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
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#endif
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ISLAND_LOADING_IS(LOW)
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{
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CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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CStreaming::RemoveUnusedBuildings(CGame::currLevel);
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}
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CCollision::SortOutCollisionAfterLoad();
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#ifdef NO_ISLAND_LOADING
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if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_HIGH)
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#endif
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ISLAND_LOADING_ISNT(HIGH)
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{
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CStreaming::RequestIslands(CGame::currLevel);
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CStreaming::LoadAllRequestedModels(true);
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@ -10647,9 +10643,7 @@ int8 CRunningScript::ProcessCommands1100To1199(int32 command)
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CTimer::Stop();
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CGame::currLevel = (eLevelName)ScriptParams[0];
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if (CGame::currLevel != CCollision::ms_collisionInMemory) {
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#ifdef NO_ISLAND_LOADING
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if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
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#endif
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ISLAND_LOADING_IS(LOW)
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{
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DMAudio.SetEffectsFadeVol(0);
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CPad::StopPadsShaking();
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@ -10657,29 +10651,24 @@ int8 CRunningScript::ProcessCommands1100To1199(int32 command)
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DMAudio.Service();
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}
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CPopulation::DealWithZoneChange(CCollision::ms_collisionInMemory, CGame::currLevel, false);
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#ifdef NO_ISLAND_LOADING
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if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
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#endif
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ISLAND_LOADING_IS(LOW)
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{
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CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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CStreaming::RemoveUnusedBuildings(CGame::currLevel);
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}
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CCollision::SortOutCollisionAfterLoad();
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#ifdef NO_ISLAND_LOADING
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if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_HIGH)
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#endif
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ISLAND_LOADING_ISNT(HIGH)
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CStreaming::RequestIslands(CGame::currLevel);
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#ifdef NO_ISLAND_LOADING
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if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
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#endif
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ISLAND_LOADING_IS(LOW)
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CStreaming::RequestBigBuildings(CGame::currLevel);
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#ifdef NO_ISLAND_LOADING
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if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_HIGH)
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#endif
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ISLAND_LOADING_ISNT(HIGH)
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CStreaming::LoadAllRequestedModels(true);
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#ifdef NO_ISLAND_LOADING
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if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
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#endif
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ISLAND_LOADING_IS(LOW)
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DMAudio.SetEffectsFadeVol(127);
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}
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CTimer::Update();
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@ -521,10 +521,12 @@ CCollision::LoadCollisionWhenINeedIt(bool forceChange)
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}
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if (level == CGame::currLevel || forceChange) {
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#ifdef FIX_BUGS
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CTimer::Suspend();
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#else
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CTimer::Stop();
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#ifdef NO_ISLAND_LOADING
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if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
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#endif
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ISLAND_LOADING_IS(LOW)
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{
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DMAudio.SetEffectsFadeVol(0);
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CPad::StopPadsShaking();
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@ -534,17 +536,13 @@ CCollision::LoadCollisionWhenINeedIt(bool forceChange)
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CPopulation::DealWithZoneChange(ms_collisionInMemory, CGame::currLevel, false);
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#ifdef NO_ISLAND_LOADING
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if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_HIGH)
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#endif
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ISLAND_LOADING_ISNT(HIGH)
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{
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CStreaming::RemoveIslandsNotUsed(LEVEL_INDUSTRIAL);
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CStreaming::RemoveIslandsNotUsed(LEVEL_COMMERCIAL);
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CStreaming::RemoveIslandsNotUsed(LEVEL_SUBURBAN);
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}
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#ifdef NO_ISLAND_LOADING
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if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
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#endif
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ISLAND_LOADING_IS(LOW)
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{
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CStreaming::RemoveBigBuildings(LEVEL_INDUSTRIAL);
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CStreaming::RemoveBigBuildings(LEVEL_COMMERCIAL);
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@ -557,9 +555,7 @@ CCollision::LoadCollisionWhenINeedIt(bool forceChange)
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ms_collisionInMemory = CGame::currLevel;
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CReplay::EmptyReplayBuffer();
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#ifdef NO_ISLAND_LOADING
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if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
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#endif
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ISLAND_LOADING_IS(LOW)
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{
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if (CGame::currLevel != LEVEL_GENERIC)
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LoadSplash(GetLevelSplashScreen(CGame::currLevel));
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@ -572,18 +568,19 @@ CCollision::LoadCollisionWhenINeedIt(bool forceChange)
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CStreaming::RequestIslands(CGame::currLevel);
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#endif
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CStreaming::LoadAllRequestedModels(true);
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#ifdef NO_ISLAND_LOADING
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if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
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#endif
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ISLAND_LOADING_IS(LOW)
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{
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CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel);
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CGame::TidyUpMemory(true, true);
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}
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#ifdef FIX_BUGS
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CTimer::Resume();
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#else
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CTimer::Update();
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#ifdef NO_ISLAND_LOADING
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if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
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#endif
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ISLAND_LOADING_IS(LOW)
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DMAudio.SetEffectsFadeVol(127);
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}
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}
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@ -596,9 +593,7 @@ CCollision::SortOutCollisionAfterLoad(void)
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{
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if(ms_collisionInMemory == CGame::currLevel)
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return;
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#ifdef NO_ISLAND_LOADING
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if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
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#endif
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ISLAND_LOADING_IS(LOW)
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CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
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if (CGame::currLevel != LEVEL_GENERIC) {
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@ -635,6 +635,12 @@ public:
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static int8 m_DisplayIslandLoading;
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static int8 m_PrefsIslandLoading;
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#define ISLAND_LOADING_IS(p) if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_##p)
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#define ISLAND_LOADING_ISNT(p) if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_##p)
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#else
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#define ISLAND_LOADING_IS(p)
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#define ISLAND_LOADING_ISNT(p)
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#endif
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public:
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@ -11,7 +11,11 @@
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#include "platform.h"
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#ifdef XINPUT
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#include <xinput.h>
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#if !defined(PSAPI_VERSION) || (PSAPI_VERSION > 1)
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#pragma comment( lib, "Xinput9_1_0.lib" )
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#else
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#pragma comment( lib, "Xinput.lib" )
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#endif
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#endif
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#include "Pad.h"
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@ -743,9 +743,7 @@ CStreaming::RequestBigBuildings(eLevelName level)
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void
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CStreaming::RequestIslands(eLevelName level)
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{
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#ifdef NO_ISLAND_LOADING
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if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_HIGH)
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#endif
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ISLAND_LOADING_ISNT(HIGH)
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switch(level){
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case LEVEL_INDUSTRIAL:
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RequestModel(islandLODcomInd, BIGBUILDINGFLAGS);
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@ -946,9 +944,7 @@ CStreaming::RemoveBuildings(eLevelName level)
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void
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CStreaming::RemoveUnusedBigBuildings(eLevelName level)
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{
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#ifdef NO_ISLAND_LOADING
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if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
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#endif
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ISLAND_LOADING_IS(LOW)
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{
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if (level != LEVEL_INDUSTRIAL)
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RemoveBigBuildings(LEVEL_INDUSTRIAL);
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@ -218,9 +218,7 @@ CModelInfo::IsBikeModel(int32 id)
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void
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CModelInfo::RemoveColModelsFromOtherLevels(eLevelName level)
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{
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#ifdef NO_ISLAND_LOADING
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if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
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#endif
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ISLAND_LOADING_IS(LOW)
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{
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int i;
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CBaseModelInfo *mi;
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@ -562,17 +562,13 @@ RestoreForStartLoad()
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ReadDataFromBufferPointer(_buf, TheCamera.GetMatrix().GetPosition().x);
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ReadDataFromBufferPointer(_buf, TheCamera.GetMatrix().GetPosition().y);
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ReadDataFromBufferPointer(_buf, TheCamera.GetMatrix().GetPosition().z);
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#ifdef NO_ISLAND_LOADING
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if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
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#endif
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ISLAND_LOADING_IS(LOW)
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{
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CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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CStreaming::RemoveUnusedBuildings(CGame::currLevel);
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}
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CCollision::SortOutCollisionAfterLoad();
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#ifdef NO_ISLAND_LOADING
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if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
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#endif
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ISLAND_LOADING_IS(LOW)
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{
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CStreaming::RequestBigBuildings(CGame::currLevel);
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CStreaming::LoadAllRequestedModels(false);
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