// if we got here...
// curl is done, so let's start with the business
if(!cl.loadbegun)
- SCR_PushLoadingScreen(false, "Loading precaches", 1);
+ SCR_PushLoadingScreen("Loading precaches", 1);
cl.loadbegun = true;
// if already downloading something from the previous level, don't stop it
if(cl.loadmodel_current == 1)
{
// worldmodel counts as 16 models (15 + world model setup), for better progress bar
- SCR_PushLoadingScreen(false, "Loading precached models",
+ SCR_PushLoadingScreen("Loading precached models",
(
(cl.loadmodel_total - 1) * LOADPROGRESSWEIGHT_MODEL
+ LOADPROGRESSWEIGHT_WORLDMODEL
+ cl.loadsound_total * LOADPROGRESSWEIGHT_SOUND
)
);
- SCR_BeginLoadingPlaque(false);
}
for (;cl.loadmodel_current < cl.loadmodel_total;cl.loadmodel_current++)
{
- SCR_PushLoadingScreen(false, cl.model_name[cl.loadmodel_current],
+ SCR_PushLoadingScreen(cl.model_name[cl.loadmodel_current],
(
(cl.loadmodel_current == 1) ? LOADPROGRESSWEIGHT_WORLDMODEL : LOADPROGRESSWEIGHT_MODEL
) / (
SCR_PopLoadingScreen(false);
if(cl.loadmodel_current == 1)
{
- SCR_PushLoadingScreen(false, cl.model_name[cl.loadmodel_current], 1.0 / cl.loadmodel_total);
+ SCR_PushLoadingScreen(cl.model_name[cl.loadmodel_current], 1.0 / cl.loadmodel_total);
SCR_PopLoadingScreen(false);
}
continue;
if (cl.model_precache[cl.loadmodel_current] && cl.model_precache[cl.loadmodel_current]->Draw && cl.loadmodel_current == 1)
{
// we now have the worldmodel so we can set up the game world
- SCR_PushLoadingScreen(true, "world model setup",
+ SCR_PushLoadingScreen("world model setup",
(
LOADPROGRESSWEIGHT_WORLDMODEL_INIT
) / (
{
// loading sounds
if(cl.loadsound_current == 1)
- SCR_PushLoadingScreen(false, "Loading precached sounds",
+ SCR_PushLoadingScreen("Loading precached sounds",
(
cl.loadsound_total * LOADPROGRESSWEIGHT_SOUND
) / (
);
for (;cl.loadsound_current < cl.loadsound_total;cl.loadsound_current++)
{
- SCR_PushLoadingScreen(false, cl.sound_name[cl.loadsound_current], 1.0 / cl.loadsound_total);
+ SCR_PushLoadingScreen(cl.sound_name[cl.loadsound_current], 1.0 / cl.loadsound_total);
if (cl.sound_precache[cl.loadsound_current] && S_IsSoundPrecached(cl.sound_precache[cl.loadsound_current]))
{
SCR_PopLoadingScreen(false);