Пример #1
0
// 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" ));

}
Пример #2
0
// 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" ));

}