/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * Additional copyright for this file: * Copyright (C) 1999-2000 Revolution Software Ltd. * This code is based on source code created by Revolution Software, * used with permission. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #include "engines/icb/debug.h" #include "engines/icb/session.h" #include "engines/icb/actor.h" #include "engines/icb/global_objects.h" #include "engines/icb/res_man.h" #include "engines/icb/mission.h" namespace ICB { mcodeFunctionReturnCodes fn_preload_basics(int32 &result, int32 *params) { return (MS->fn_preload_basics(result, params)); } // function loads some standard anim and marker files in, designed to be used at session // init. this function run for a few megas (ie the ones that are on screen) // should ease off the preloader slightly and create less chug on psx...! mcodeFunctionReturnCodes _game_session::fn_preload_basics(int32 &, int32 *) { // if this is init script, then I is not set yet, so do so now... I = L->voxel_info; rs_anims->Res_open_mini_cluster(I->base_path, I->base_path_hash, I->base_path, I->base_path_hash); // okay return (IR_CONT); } } // End of namespace ICB