Island loading and PS2 alpha test added to options

This commit is contained in:
Sergeanur
2020-08-16 17:26:44 +03:00
parent a728a542be
commit 732681db08
14 changed files with 417 additions and 104 deletions

View File

@ -10017,15 +10017,21 @@ int8 CRunningScript::ProcessCommands1000To1099(int32 command)
CollectParameters(&m_nIp, 1);
CTimer::Stop();
CGame::currLevel = (eLevelName)ScriptParams[0];
#ifndef NO_ISLAND_LOADING
CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
CStreaming::RemoveUnusedBuildings(CGame::currLevel);
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
#endif
{
CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
CStreaming::RemoveUnusedBuildings(CGame::currLevel);
}
CCollision::SortOutCollisionAfterLoad();
#ifndef NO_ISLAND_LOADING
CStreaming::RequestIslands(CGame::currLevel);
CStreaming::LoadAllRequestedModels(true);
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_HIGH)
#endif
{
CStreaming::RequestIslands(CGame::currLevel);
CStreaming::LoadAllRequestedModels(true);
}
CTimer::Update();
return 0;
}
@ -10641,24 +10647,40 @@ int8 CRunningScript::ProcessCommands1100To1199(int32 command)
CTimer::Stop();
CGame::currLevel = (eLevelName)ScriptParams[0];
if (CGame::currLevel != CCollision::ms_collisionInMemory) {
#ifndef NO_ISLAND_LOADING
DMAudio.SetEffectsFadeVol(0);
CPad::StopPadsShaking();
CCollision::LoadCollisionScreen(CGame::currLevel);
DMAudio.Service();
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
#endif
{
DMAudio.SetEffectsFadeVol(0);
CPad::StopPadsShaking();
CCollision::LoadCollisionScreen(CGame::currLevel);
DMAudio.Service();
}
CPopulation::DealWithZoneChange(CCollision::ms_collisionInMemory, CGame::currLevel, false);
#ifndef NO_ISLAND_LOADING
CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
CStreaming::RemoveUnusedBuildings(CGame::currLevel);
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
#endif
{
CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
CStreaming::RemoveUnusedBuildings(CGame::currLevel);
}
CCollision::SortOutCollisionAfterLoad();
#ifndef NO_ISLAND_LOADING
CStreaming::RequestIslands(CGame::currLevel);
CStreaming::RequestBigBuildings(CGame::currLevel);
CStreaming::LoadAllRequestedModels(true);
DMAudio.SetEffectsFadeVol(127);
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_HIGH)
#endif
CStreaming::RequestIslands(CGame::currLevel);
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
#endif
CStreaming::RequestBigBuildings(CGame::currLevel);
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_HIGH)
#endif
CStreaming::LoadAllRequestedModels(true);
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
#endif
DMAudio.SetEffectsFadeVol(127);
}
CTimer::Update();
return 0;