Enable loading screen. Disable loading text.
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@@ -38,8 +38,8 @@ GetFilename(const char *filename)
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void
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void
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LoadingScreenLoadingFile(const char *filename)
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LoadingScreenLoadingFile(const char *filename)
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{
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{
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sprintf(gString, "Loading %s", GetFilename(filename));
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sprintf(gString, "");
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LoadingScreen("Loading the Game", gString, nil);
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LoadingScreen("", "", nil);
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}
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}
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void
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void
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+17
-17
@@ -419,7 +419,7 @@ bool CGame::Initialise(const char* datFile)
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currLevel = LEVEL_INDUSTRIAL;
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currLevel = LEVEL_INDUSTRIAL;
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PUSH_MEMID(MEMID_TEXTURES);
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PUSH_MEMID(MEMID_TEXTURES);
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LoadingScreen("Loading the Game", "Loading generic textures", GetRandomSplashScreen());
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LoadingScreen("", "", GetRandomSplashScreen());
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gameTxdSlot = CTxdStore::AddTxdSlot("generic");
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gameTxdSlot = CTxdStore::AddTxdSlot("generic");
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CTxdStore::Create(gameTxdSlot);
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CTxdStore::Create(gameTxdSlot);
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CTxdStore::AddRef(gameTxdSlot);
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CTxdStore::AddRef(gameTxdSlot);
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@@ -429,12 +429,12 @@ bool CGame::Initialise(const char* datFile)
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CustomPipes::SetTxdFindCallback();
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CustomPipes::SetTxdFindCallback();
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#endif
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#endif
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LoadingScreen("Loading the Game", "Loading particles", nil);
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LoadingScreen("", "", nil);
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int particleTxdSlot = CTxdStore::AddTxdSlot("particle");
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int particleTxdSlot = CTxdStore::AddTxdSlot("particle");
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CTxdStore::LoadTxd(particleTxdSlot, "MODELS/PARTICLE.TXD");
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CTxdStore::LoadTxd(particleTxdSlot, "MODELS/PARTICLE.TXD");
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CTxdStore::AddRef(particleTxdSlot);
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CTxdStore::AddRef(particleTxdSlot);
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CTxdStore::SetCurrentTxd(gameTxdSlot);
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CTxdStore::SetCurrentTxd(gameTxdSlot);
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LoadingScreen("Loading the Game", "Setup game variables", nil);
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LoadingScreen("", "", nil);
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POP_MEMID();
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POP_MEMID();
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#ifdef GTA_PS2
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#ifdef GTA_PS2
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@@ -522,7 +522,7 @@ bool CGame::Initialise(const char* datFile)
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#if GTA_VERSION <= GTA3_PS2_160
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#if GTA_VERSION <= GTA3_PS2_160
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TestModelIndices();
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TestModelIndices();
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#endif
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#endif
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LoadingScreen("Loading the Game", "Setup paths", GetRandomSplashScreen());
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LoadingScreen("", "", GetRandomSplashScreen());
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ThePaths.PreparePathData();
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ThePaths.PreparePathData();
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#if GTA_VERSION > GTA3_PS2_160
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#if GTA_VERSION > GTA3_PS2_160
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for (int i = 0; i < NUMPLAYERS; i++)
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for (int i = 0; i < NUMPLAYERS; i++)
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@@ -531,7 +531,7 @@ bool CGame::Initialise(const char* datFile)
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TestModelIndices();
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TestModelIndices();
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#endif
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#endif
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LoadingScreen("Loading the Game", "Setup water", nil);
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LoadingScreen("", "", nil);
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CWaterLevel::Initialise("DATA\\WATER.DAT");
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CWaterLevel::Initialise("DATA\\WATER.DAT");
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#if GTA_VERSION <= GTA3_PS2_160
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#if GTA_VERSION <= GTA3_PS2_160
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CTimeCycle::Initialise(); // InitialiseOnceAfterRW
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CTimeCycle::Initialise(); // InitialiseOnceAfterRW
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@@ -541,7 +541,7 @@ bool CGame::Initialise(const char* datFile)
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CDraw::SetFOV(120.0f);
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CDraw::SetFOV(120.0f);
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CDraw::ms_fLODDistance = 500.0f;
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CDraw::ms_fLODDistance = 500.0f;
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LoadingScreen("Loading the Game", "Setup streaming", nil);
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LoadingScreen("", "", nil);
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CStreaming::Init();
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CStreaming::Init();
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CStreaming::LoadInitialVehicles();
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CStreaming::LoadInitialVehicles();
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CStreaming::LoadInitialPeds();
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CStreaming::LoadInitialPeds();
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@@ -551,7 +551,7 @@ bool CGame::Initialise(const char* datFile)
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printf("Streaming uses %zuK of its memory", CStreaming::ms_memoryUsed / 1024); // original modifier was %d
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printf("Streaming uses %zuK of its memory", CStreaming::ms_memoryUsed / 1024); // original modifier was %d
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#endif
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#endif
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LoadingScreen("Loading the Game", "Load animations", GetRandomSplashScreen());
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LoadingScreen("", "", GetRandomSplashScreen());
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PUSH_MEMID(MEMID_ANIMATION);
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PUSH_MEMID(MEMID_ANIMATION);
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CAnimManager::LoadAnimFiles();
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CAnimManager::LoadAnimFiles();
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POP_MEMID();
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POP_MEMID();
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@@ -562,19 +562,19 @@ bool CGame::Initialise(const char* datFile)
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#ifdef SCREEN_DROPLETS
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#ifdef SCREEN_DROPLETS
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ScreenDroplets::Initialise();
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ScreenDroplets::Initialise();
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#endif
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#endif
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LoadingScreen("Loading the Game", "Find big buildings", nil);
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LoadingScreen("", "", nil);
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CRenderer::Init();
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CRenderer::Init();
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LoadingScreen("Loading the Game", "Setup game variables", nil);
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LoadingScreen("", "", nil);
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CRadar::Initialise();
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CRadar::Initialise();
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CRadar::LoadTextures();
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CRadar::LoadTextures();
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CWeapon::InitialiseWeapons();
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CWeapon::InitialiseWeapons();
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LoadingScreen("Loading the Game", "Setup traffic lights", nil);
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LoadingScreen("", "", nil);
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CTrafficLights::ScanForLightsOnMap();
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CTrafficLights::ScanForLightsOnMap();
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CRoadBlocks::Init();
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CRoadBlocks::Init();
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LoadingScreen("Loading the Game", "Setup game variables", nil);
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LoadingScreen("", "", nil);
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CPopulation::Initialise();
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CPopulation::Initialise();
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#if GTA_VERSION <= GTA3_PS2_160
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#if GTA_VERSION <= GTA3_PS2_160
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for (int i = 0; i < NUMPLAYERS; i++)
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for (int i = 0; i < NUMPLAYERS; i++)
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@@ -593,13 +593,13 @@ bool CGame::Initialise(const char* datFile)
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CSceneEdit::Initialise();
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CSceneEdit::Initialise();
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#endif
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#endif
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LoadingScreen("Loading the Game", "Load scripts", nil);
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LoadingScreen("", "", nil);
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PUSH_MEMID(MEMID_SCRIPT);
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PUSH_MEMID(MEMID_SCRIPT);
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CTheScripts::Init();
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CTheScripts::Init();
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CGangs::Initialise();
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CGangs::Initialise();
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POP_MEMID();
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POP_MEMID();
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LoadingScreen("Loading the Game", "Setup game variables", nil);
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LoadingScreen("", "", nil);
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#if GTA_VERSION <= GTA3_PS2_160
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#if GTA_VERSION <= GTA3_PS2_160
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CTimer::Initialise();
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CTimer::Initialise();
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#endif
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#endif
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@@ -631,13 +631,13 @@ bool CGame::Initialise(const char* datFile)
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CGarages::Init();
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CGarages::Init();
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#endif
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#endif
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LoadingScreen("Loading the Game", "Position dynamic objects", nil);
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LoadingScreen("", "", nil);
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CWorld::RepositionCertainDynamicObjects();
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CWorld::RepositionCertainDynamicObjects();
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#if GTA_VERSION <= GTA3_PS2_160
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#if GTA_VERSION <= GTA3_PS2_160
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CCullZones::ResolveVisibilities();
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CCullZones::ResolveVisibilities();
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#endif
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#endif
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LoadingScreen("Loading the Game", "Initialise vehicle paths", nil);
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LoadingScreen("", "", nil);
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#if GTA_VERSION > GTA3_PS2_160
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#if GTA_VERSION > GTA3_PS2_160
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CCullZones::ResolveVisibilities();
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CCullZones::ResolveVisibilities();
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#endif
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#endif
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@@ -647,7 +647,7 @@ bool CGame::Initialise(const char* datFile)
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CRecordDataForChase::Init();
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CRecordDataForChase::Init();
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CReplay::Init();
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CReplay::Init();
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LoadingScreen("Loading the Game", "Start script", nil);
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LoadingScreen("", "", nil);
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#ifdef PS2_MENU
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#ifdef PS2_MENU
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if ( !TheMemoryCard.m_bWantToLoad )
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if ( !TheMemoryCard.m_bWantToLoad )
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#endif
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#endif
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@@ -657,7 +657,7 @@ bool CGame::Initialise(const char* datFile)
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TheCamera.Process();
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TheCamera.Process();
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}
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}
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LoadingScreen("Loading the Game", "Load scene", nil);
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LoadingScreen("", "", nil);
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CModelInfo::RemoveColModelsFromOtherLevels(currLevel);
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CModelInfo::RemoveColModelsFromOtherLevels(currLevel);
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CCollision::ms_collisionInMemory = currLevel;
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CCollision::ms_collisionInMemory = currLevel;
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for (int i = 0; i < MAX_PADS; i++)
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for (int i = 0; i < MAX_PADS; i++)
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+3
-3
@@ -300,7 +300,7 @@ enum Config {
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#define USE_TXD_CDIMAGE // generate and load textures from txd.img
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#define USE_TXD_CDIMAGE // generate and load textures from txd.img
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#define PS2_ALPHA_TEST // emulate ps2 alpha test
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#define PS2_ALPHA_TEST // emulate ps2 alpha test
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#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
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#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
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#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
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//#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
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#ifdef DISABLE_LOADING_SCREEN
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#ifdef DISABLE_LOADING_SCREEN
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// enable the PC splash
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// enable the PC splash
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#undef RANDOMSPLASH
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#undef RANDOMSPLASH
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@@ -369,7 +369,7 @@ enum Config {
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# ifdef CUSTOM_FRONTEND_OPTIONS
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# ifdef CUSTOM_FRONTEND_OPTIONS
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# define MENU_MAP // VC-like menu map. Won't appear if you don't have our menu.txd
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# define MENU_MAP // VC-like menu map. Won't appear if you don't have our menu.txd
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# define GRAPHICS_MENU_OPTIONS // otherwise Display settings will be scrollable
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# define GRAPHICS_MENU_OPTIONS // otherwise Display settings will be scrollable
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# define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
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//# define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
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# define CUTSCENE_BORDERS_SWITCH
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# define CUTSCENE_BORDERS_SWITCH
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# define MULTISAMPLING // adds MSAA option
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# define MULTISAMPLING // adds MSAA option
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# define INVERT_LOOK_FOR_PAD // add bInvertLook4Pad from VC
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# define INVERT_LOOK_FOR_PAD // add bInvertLook4Pad from VC
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@@ -463,7 +463,7 @@ enum Config {
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//#define SQUEEZE_PERFORMANCE
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//#define SQUEEZE_PERFORMANCE
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#ifdef SQUEEZE_PERFORMANCE
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#ifdef SQUEEZE_PERFORMANCE
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#undef PS2_ALPHA_TEST
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#undef PS2_ALPHA_TEST
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#undef NO_ISLAND_LOADING
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// #undef NO_ISLAND_LOADING
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#undef PS2_AUDIO_CHANNELS
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#undef PS2_AUDIO_CHANNELS
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#undef EXTENDED_OFFSCREEN_DESPAWN_RANGE
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#undef EXTENDED_OFFSCREEN_DESPAWN_RANGE
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#define PC_PARTICLE
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#define PC_PARTICLE
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