scummvm/engines/icb/async_generic.cpp
2021-12-26 21:19:38 +01:00

53 lines
1.9 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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