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-rw-r--r--src/control/Script.cpp66
1 files changed, 44 insertions, 22 deletions
diff --git a/src/control/Script.cpp b/src/control/Script.cpp
index e3ee5503..82379f7e 100644
--- a/src/control/Script.cpp
+++ b/src/control/Script.cpp
@@ -10228,11 +10228,11 @@ int8 CRunningScript::ProcessCommands900To999(int32 command)
return 0;
CVehicle* car;
if (CModelInfo::IsBikeModel(model)) {
- car = new CBike(model, MISSION_VEHICLE);
+ car = new CBike(model, RANDOM_VEHICLE);
((CBike*)(car))->bIsStanding = true;
}
else
- car = new CAutomobile(model, MISSION_VEHICLE);
+ car = new CAutomobile(model, RANDOM_VEHICLE);
CVector pos = *(CVector*)&ScriptParams[0];
pos.z += car->GetDistanceFromCentreOfMassToBaseOfModel();
car->SetPosition(pos);
@@ -10590,15 +10590,21 @@ 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;
}
@@ -10924,7 +10930,7 @@ int8 CRunningScript::ProcessCommands1000To1099(int32 command)
#ifdef USE_MEASUREMENTS_IN_METERS
UpdateCompareFlag(true);
#else
- UpdateCompareFlag(false)
+ UpdateCompareFlag(false);
#endif
return 0;
case COMMAND_CONVERT_METRES_TO_FEET:
@@ -11277,24 +11283,40 @@ 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;