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Ensure all weapon models are loaded on level load to prevent stutter on first opening of weapon wheel
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parent
ea5e53f7e4
commit
44b0d0317f
1 changed files with 8 additions and 2 deletions
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@ -1024,13 +1024,11 @@ static void CG_RegisterGraphics( void ) {
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cgs.media.medalAssist = trap_R_RegisterShaderNoMip( "medal_assist" );
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cgs.media.medalCapture = trap_R_RegisterShaderNoMip( "medal_capture" );
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memset( cg_items, 0, sizeof( cg_items ) );
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memset( cg_weapons, 0, sizeof( cg_weapons ) );
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// only register the items that the server says we need
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Q_strncpyz(items, CG_ConfigString(CS_ITEMS), sizeof(items));
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for ( i = 1 ; i < bg_numItems ; i++ ) {
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if ( items[ i ] == '1' || cg_buildScript.integer ) {
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CG_LoadingItem( i );
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@ -1038,6 +1036,14 @@ static void CG_RegisterGraphics( void ) {
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}
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}
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// register all weapons (as they are used on weapon wheel selector)
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for (int weaponId = 1; weaponId < WP_NUM_WEAPONS; ++weaponId) {
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if (weaponId == WP_GRAPPLING_HOOK) {
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continue;
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}
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CG_RegisterWeapon(weaponId);
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}
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// wall marks
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cgs.media.bulletMarkShader = trap_R_RegisterShader( "gfx/damage/bullet_mrk" );
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cgs.media.burnMarkShader = trap_R_RegisterShader( "gfx/damage/burn_med_mrk" );
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