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Remove island loading
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@ -10027,11 +10027,15 @@ 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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#endif
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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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#endif
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CTimer::Update();
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return 0;
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}
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@ -10647,18 +10651,24 @@ 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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#endif
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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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#endif
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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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#endif
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}
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CTimer::Update();
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return 0;
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