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-rw-r--r--src/control/Script.cpp39
1 files changed, 14 insertions, 25 deletions
diff --git a/src/control/Script.cpp b/src/control/Script.cpp
index fa0fb463..e9808643 100644
--- a/src/control/Script.cpp
+++ b/src/control/Script.cpp
@@ -9700,7 +9700,7 @@ int8 CRunningScript::ProcessCommands900To999(int32 command)
return 0;
CVehicle* car;
if (!CModelInfo::IsBikeModel(model))
- car = new CAutomobile(model, MISSION_VEHICLE);
+ car = new CAutomobile(model, RANDOM_VEHICLE);
CVector pos = *(CVector*)&ScriptParams[0];
pos.z += car->GetDistanceFromCentreOfMassToBaseOfModel();
car->SetPosition(pos);
@@ -10017,17 +10017,13 @@ int8 CRunningScript::ProcessCommands1000To1099(int32 command)
CollectParameters(&m_nIp, 1);
CTimer::Stop();
CGame::currLevel = (eLevelName)ScriptParams[0];
-#ifdef NO_ISLAND_LOADING
- if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
-#endif
+ ISLAND_LOADING_IS(LOW)
{
CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
CStreaming::RemoveUnusedBuildings(CGame::currLevel);
}
CCollision::SortOutCollisionAfterLoad();
-#ifdef NO_ISLAND_LOADING
- if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_HIGH)
-#endif
+ ISLAND_LOADING_ISNT(HIGH)
{
CStreaming::RequestIslands(CGame::currLevel);
CStreaming::LoadAllRequestedModels(true);
@@ -10647,9 +10643,7 @@ int8 CRunningScript::ProcessCommands1100To1199(int32 command)
CTimer::Stop();
CGame::currLevel = (eLevelName)ScriptParams[0];
if (CGame::currLevel != CCollision::ms_collisionInMemory) {
-#ifdef NO_ISLAND_LOADING
- if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
-#endif
+ ISLAND_LOADING_IS(LOW)
{
DMAudio.SetEffectsFadeVol(0);
CPad::StopPadsShaking();
@@ -10657,29 +10651,24 @@ int8 CRunningScript::ProcessCommands1100To1199(int32 command)
DMAudio.Service();
}
CPopulation::DealWithZoneChange(CCollision::ms_collisionInMemory, CGame::currLevel, false);
-#ifdef NO_ISLAND_LOADING
- if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
-#endif
+
+ ISLAND_LOADING_IS(LOW)
{
CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
CStreaming::RemoveUnusedBuildings(CGame::currLevel);
}
CCollision::SortOutCollisionAfterLoad();
-#ifdef NO_ISLAND_LOADING
- if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_HIGH)
-#endif
+
+ ISLAND_LOADING_ISNT(HIGH)
CStreaming::RequestIslands(CGame::currLevel);
-#ifdef NO_ISLAND_LOADING
- if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
-#endif
+
+ ISLAND_LOADING_IS(LOW)
CStreaming::RequestBigBuildings(CGame::currLevel);
-#ifdef NO_ISLAND_LOADING
- if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_HIGH)
-#endif
+
+ ISLAND_LOADING_ISNT(HIGH)
CStreaming::LoadAllRequestedModels(true);
-#ifdef NO_ISLAND_LOADING
- if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
-#endif
+
+ ISLAND_LOADING_IS(LOW)
DMAudio.SetEffectsFadeVol(127);
}
CTimer::Update();