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- removed time consuming load indicator from Duke3D frontend as well.
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@ -471,26 +471,6 @@ void G_CacheMapData(void)
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if ((++cnt & 7) == 0)
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gameHandleEvents();
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if (videoGetRenderMode() != REND_CLASSIC && totalclock - clock > (TICRATE>>2))
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{
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int const percentComplete = min(100, tabledivide32_noinline(100 * cnt, g_precacheCount));
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// this just prevents the loading screen percentage bar from making large jumps
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while (percentDisplayed < percentComplete)
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{
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Bsprintf(tempbuf, "Loaded %d%% (%d/%d textures)\n", percentDisplayed, cnt, g_precacheCount);
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G_DoLoadScreen(tempbuf, percentDisplayed);
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if (totalclock - clock >= 1)
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{
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clock = (int) totalclock;
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percentDisplayed++;
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}
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}
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clock = (int) totalclock;
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}
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}
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Bmemset(gotpic, 0, sizeof(gotpic));
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