LOG(std::string("Loading level...") + name);
if (!gameon)
- visibleloading = 1;
+ visibleloading = true;
if (stealthloading)
- visibleloading = 0;
+ visibleloading = false;
if (!stillloading)
loadtime = 0;
gamestarted = 1;
terrain.patchobjectnum[i][j] = 0;
}
}
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
}
weapons.clear();
weapons.push_back(Weapon(type, 0));
}
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
Hotspot::hotspots.clear();
}
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
if (!stealthloading) {
Object::ComputeCenter();
-
- if (visibleloading)
- LoadingScreen();
-
Object::ComputeRadius();
}
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
int numplayers;
funpackf(tfile, "Bi", &numplayers);
cerr << "Invalid Person found in " << name << endl;
}
}
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
funpackf(tfile, "Bi", &numpathpoints);
if (numpathpoints > 30 || numpathpoints < 0)
funpackf(tfile, "Bi", &pathpointconnect[j][k]);
}
}
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
if (!stealthloading) {
Object::AddObjectsToTerrain();
terrain.DoShadows();
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
Object::DoShadows();
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
}
fclose(tfile);
for (unsigned i = 0; i < Person::players.size(); i++) {
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
if (i == 0) {
Person::players[i]->burnt = 0;
Person::players[i]->bled = 0;
}
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
if (cellophane) {
Person::players[i]->proportionhead.z = 0;
hawkcoords = Person::players[0]->coords;
hawkcoords.y += 30;
- if (visibleloading)
- LoadingScreen();
+ Game::LoadingScreen();
LOG("Starting background music...");
leveltime = 0;
wonleveltime = 0;
- visibleloading = 0;
+ visibleloading = false;
}
void doDevKeys()
LoadStuff();
whichchoice = 0;
actuallevel = campaignlevels[actuallevel].nextlevel.front();
- visibleloading = 1;
+ visibleloading = true;
stillloading = 1;
Loadlevel(campaignlevels[actuallevel].mapname.c_str());
campaign = 1;