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Island loading and PS2 alpha test added to options
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@ -9,6 +9,7 @@
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#include "Timer.h"
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#include "VehicleModelInfo.h"
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#include "World.h"
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#include "Frontend.h"
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uint16 CRecordDataForGame::RecordingState;
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uint8* CRecordDataForGame::pDataBuffer;
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@ -439,10 +440,11 @@ void CRecordDataForChase::StartChaseScene(float startTime)
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Status = STATE_PLAYBACK;
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AnimTime = startTime;
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AnimStartTime = CTimer::GetTimeInMilliseconds();
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#ifndef NO_ISLAND_LOADING
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RemoveUnusedCollision();
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CStreaming::RemoveIslandsNotUsed(LEVEL_SUBURBAN);
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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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RemoveUnusedCollision();
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CStreaming::RemoveIslandsNotUsed(LEVEL_SUBURBAN);
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CGame::TidyUpMemory(true, true);
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CStreaming::ImGonnaUseStreamingMemory();
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CFileMgr::SetDir("data\\paths");
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@ -10017,15 +10017,21 @@ 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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#ifndef NO_ISLAND_LOADING
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CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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CStreaming::RemoveUnusedBuildings(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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{
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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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#ifndef NO_ISLAND_LOADING
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CStreaming::RequestIslands(CGame::currLevel);
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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_HIGH)
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#endif
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{
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CStreaming::RequestIslands(CGame::currLevel);
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CStreaming::LoadAllRequestedModels(true);
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}
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CTimer::Update();
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return 0;
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}
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@ -10641,24 +10647,40 @@ 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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#ifndef NO_ISLAND_LOADING
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DMAudio.SetEffectsFadeVol(0);
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CPad::StopPadsShaking();
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CCollision::LoadCollisionScreen(CGame::currLevel);
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DMAudio.Service();
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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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{
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DMAudio.SetEffectsFadeVol(0);
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CPad::StopPadsShaking();
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CCollision::LoadCollisionScreen(CGame::currLevel);
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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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#ifndef NO_ISLAND_LOADING
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CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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CStreaming::RemoveUnusedBuildings(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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{
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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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#ifndef NO_ISLAND_LOADING
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CStreaming::RequestIslands(CGame::currLevel);
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CStreaming::RequestBigBuildings(CGame::currLevel);
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CStreaming::LoadAllRequestedModels(true);
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DMAudio.SetEffectsFadeVol(127);
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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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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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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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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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DMAudio.SetEffectsFadeVol(127);
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}
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CTimer::Update();
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return 0;
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