Remove island loading
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@@ -180,12 +180,16 @@ CCollision::LoadCollisionWhenINeedIt(bool forceChange)
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if(level == CGame::currLevel || forceChange){
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CTimer::Stop();
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#ifndef NO_ISLAND_LOADING
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DMAudio.SetEffectsFadeVol(0);
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CPad::StopPadsShaking();
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LoadCollisionScreen(CGame::currLevel);
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DMAudio.Service();
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#endif
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CPopulation::DealWithZoneChange(ms_collisionInMemory, CGame::currLevel, false);
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#ifndef NO_ISLAND_LOADING
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CStreaming::RemoveIslandsNotUsed(LEVEL_INDUSTRIAL);
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CStreaming::RemoveIslandsNotUsed(LEVEL_COMMERCIAL);
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CStreaming::RemoveIslandsNotUsed(LEVEL_SUBURBAN);
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@@ -196,19 +200,27 @@ CCollision::LoadCollisionWhenINeedIt(bool forceChange)
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CStreaming::RemoveUnusedModelsInLoadedList();
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CGame::TidyUpMemory(true, true);
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CFileLoader::LoadCollisionFromDatFile(CGame::currLevel);
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#endif
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ms_collisionInMemory = CGame::currLevel;
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CReplay::EmptyReplayBuffer();
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#ifndef NO_ISLAND_LOADING
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if(CGame::currLevel != LEVEL_NONE)
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LoadSplash(GetLevelSplashScreen(CGame::currLevel));
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CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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CStreaming::RemoveUnusedBuildings(CGame::currLevel);
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CStreaming::RequestBigBuildings(CGame::currLevel);
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#endif
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CStreaming::LoadAllRequestedModels(true);
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#ifndef NO_ISLAND_LOADING
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CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel);
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CGame::TidyUpMemory(true, true);
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#endif
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CTimer::Update();
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#ifndef NO_ISLAND_LOADING
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DMAudio.SetEffectsFadeVol(127);
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#endif
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}
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}
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@@ -217,10 +229,23 @@ CCollision::SortOutCollisionAfterLoad(void)
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{
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if(ms_collisionInMemory == CGame::currLevel)
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return;
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#ifndef NO_ISLAND_LOADING
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CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
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if(CGame::currLevel != LEVEL_NONE){
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#endif
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if (CGame::currLevel != LEVEL_NONE) {
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#ifdef NO_ISLAND_LOADING
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static bool bAlreadyLoaded = false;
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if (bAlreadyLoaded) {
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ms_collisionInMemory = CGame::currLevel;
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return;
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}
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bAlreadyLoaded = true;
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CFileLoader::LoadCollisionFromDatFile(LEVEL_INDUSTRIAL);
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CFileLoader::LoadCollisionFromDatFile(LEVEL_COMMERCIAL);
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CFileLoader::LoadCollisionFromDatFile(LEVEL_SUBURBAN);
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#else
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CFileLoader::LoadCollisionFromDatFile(CGame::currLevel);
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#endif
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if(!CGame::playingIntro)
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LoadSplash(GetLevelSplashScreen(CGame::currLevel));
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}
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