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52
engines/icb/async_generic.cpp
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52
engines/icb/async_generic.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "engines/icb/debug.h"
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#include "engines/icb/session.h"
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#include "engines/icb/actor.h"
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#include "engines/icb/global_objects.h"
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#include "engines/icb/res_man.h"
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#include "engines/icb/mission.h"
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namespace ICB {
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mcodeFunctionReturnCodes fn_preload_basics(int32 &result, int32 *params) { return (MS->fn_preload_basics(result, params)); }
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// function loads some standard anim and marker files in, designed to be used at session
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// init. this function run for a few megas (ie the ones that are on screen)
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// should ease off the preloader slightly and create less chug on psx...!
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mcodeFunctionReturnCodes _game_session::fn_preload_basics(int32 &, int32 *) {
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// if this is init script, then I is not set yet, so do so now...
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I = L->voxel_info;
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rs_anims->Res_open_mini_cluster(I->base_path, I->base_path_hash, I->base_path, I->base_path_hash);
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// okay
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return (IR_CONT);
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}
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} // End of namespace ICB
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