From 7959b7fd1fa0b4dbe46485c111277eae3c374dde Mon Sep 17 00:00:00 2001 From: Sergeanur Date: Sun, 27 Dec 2020 18:26:30 +0200 Subject: NO_ISLAND_LOADING ported from re3 --- src/render/Renderer.cpp | 16 ++++++++++++++-- 1 file changed, 14 insertions(+), 2 deletions(-) (limited to 'src/render') diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp index 7fbc34d0..e5c5a530 100644 --- a/src/render/Renderer.cpp +++ b/src/render/Renderer.cpp @@ -24,6 +24,7 @@ #include "Occlusion.h" #include "Renderer.h" #include "custompipes.h" +#include "Frontend.h" //--MIAMI: file done @@ -1396,8 +1397,19 @@ CRenderer::ScanWorld(void) poly[2].y = CWorld::GetSectorY(vectors[CORNER_FAR_TOPRIGHT].y); ScanSectorPoly(poly, 3, ScanSectorList); } - - ScanBigBuildingList(CWorld::GetBigBuildingList(CGame::currLevel)); + +#ifdef NO_ISLAND_LOADING + if (FrontEndMenuManager.m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_HIGH) { + ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_BEACH)); + ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_MAINLAND)); + } else +#endif + { +#ifdef FIX_BUGS + if(CCollision::ms_collisionInMemory != LEVEL_GENERIC) +#endif + ScanBigBuildingList(CWorld::GetBigBuildingList(CGame::currLevel)); + } ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_GENERIC)); } } -- cgit v1.2.3