// Pages in all the texutures for the currently // loaded mission. Call game_busy() occasionally... void level_page_in() { // Most important ones first game_busy( NOX("*** paging in ships ***") ); ship_page_in(); //Must be called after paging in ships game_busy( NOX("*** paging in weapons ***") ); weapons_page_in(); game_busy( NOX("*** paging in various effects ***") ); fireballs_page_in(); particle_page_in(); debris_page_in(); hud_page_in(); stars_page_in(); shockwave_page_in(); shield_hit_page_in(); asteroid_page_in(); neb2_page_in(); mflash_page_in(false); // just so long as it happens after weapons_page_in() // preload mission messages if NOT running low-memory (greater than 48MB) if (game_using_low_mem() == false) { message_pagein_mission_messages(); } if(!(Game_mode & GM_STANDALONE_SERVER)){ model_page_in_stop(); // free any loaded models that aren't used bm_page_in_stop(); } mprintf(( "Ending level bitmap paging...\n" )); }
// Pages in all the texutures for the currently // loaded mission. Call game_busy() occasionally... void level_page_in() { mprintf(( "Beginning level bitmap paging...\n" )); if(!(Game_mode & GM_STANDALONE_SERVER)){ bm_page_in_start(); } // Most important ones first ship_page_in(); weapons_page_in(); fireballs_page_in(); particle_page_in(); debris_page_in(); hud_page_in(); radar_page_in(); training_mission_page_in(); stars_page_in(); shockwave_page_in(); shield_hit_page_in(); asteroid_page_in(); neb2_page_in(); // preload mission messages if NOT running low-memory (greater than 48MB) if (game_using_low_mem() == false) { message_pagein_mission_messages(); } if(!(Game_mode & GM_STANDALONE_SERVER)){ bm_page_in_stop(); } mprintf(( "Ending level bitmap paging...\n" )); }