| 2335 | // #define PAGED_IN_CALC paged_in_count ? (float)paged_in_count/(float)need_to_page_in : 0.0f |
| 2336 | #define PAGED_IN_CALC paged_in_num ? (float)paged_in_num / (float)need_to_page_num : 0.0f |
| 2337 | void PageInShip(int id) { |
| 2338 | int i, t; |
| 2339 | |
| 2340 | ship *shippointer = &Ships[id]; |
| 2341 | |
| 2342 | // Page in all textures for this object |
| 2343 | |
| 2344 | PageInPolymodel(shippointer->model_handle); |
| 2345 | Models_to_free[shippointer->model_handle] = 1; |
| 2346 | |
| 2347 | poly_model *pm = &Poly_models[shippointer->model_handle]; |
| 2348 | |
| 2349 | for (t = 0; t < pm->n_textures; t++) { |
| 2350 | PageInLevelTexture(pm->textures[t]); |
| 2351 | // Create bumps if neccessary |
| 2352 | if (rend_SupportsBumpmapping()) { |
| 2353 | if (GameTextures[pm->textures[t]].bumpmap == -1) { |
| 2354 | mprintf(0, "Trying to make bumpmap!\n"); |
| 2355 | BuildTextureBumpmaps(pm->textures[t]); |
| 2356 | } |
| 2357 | } |
| 2358 | } |
| 2359 | |
| 2360 | LoadLevelProgress(LOAD_PROGRESS_PAGING_DATA, PAGED_IN_CALC); |
| 2361 | if (shippointer->med_render_handle != -1) { |
| 2362 | PageInPolymodel(shippointer->med_render_handle); |
| 2363 | Models_to_free[shippointer->med_render_handle] = 1; |
| 2364 | |
| 2365 | pm = &Poly_models[shippointer->med_render_handle]; |
| 2366 | for (t = 0; t < pm->n_textures; t++) |
| 2367 | PageInLevelTexture(pm->textures[t]); |
| 2368 | } |
| 2369 | LoadLevelProgress(LOAD_PROGRESS_PAGING_DATA, PAGED_IN_CALC); |
| 2370 | if (shippointer->lo_render_handle != -1) { |
| 2371 | PageInPolymodel(shippointer->lo_render_handle); |
| 2372 | Models_to_free[shippointer->lo_render_handle] = 1; |
| 2373 | |
| 2374 | pm = &Poly_models[shippointer->lo_render_handle]; |
| 2375 | for (t = 0; t < pm->n_textures; t++) |
| 2376 | PageInLevelTexture(pm->textures[t]); |
| 2377 | } |
| 2378 | LoadLevelProgress(LOAD_PROGRESS_PAGING_DATA, PAGED_IN_CALC); |
| 2379 | if (shippointer->dying_model_handle != -1) { |
| 2380 | PageInPolymodel(shippointer->dying_model_handle); |
| 2381 | Models_to_free[shippointer->dying_model_handle] = 1; |
| 2382 | |
| 2383 | pm = &Poly_models[shippointer->dying_model_handle]; |
| 2384 | for (t = 0; t < pm->n_textures; t++) |
| 2385 | PageInLevelTexture(pm->textures[t]); |
| 2386 | } |
| 2387 | LoadLevelProgress(LOAD_PROGRESS_PAGING_DATA, PAGED_IN_CALC); |
| 2388 | // Try and load the various weapons |
| 2389 | int j; |
| 2390 | if (shippointer->static_wb) { |
| 2391 | for (i = 0; i < MAX_PLAYER_WEAPONS; i++) { |
| 2392 | for (j = 0; j < MAX_WB_GUNPOINTS; j++) { |
| 2393 | if (shippointer->static_wb[i].gp_weapon_index[j] != LASER_INDEX) { |
| 2394 | PageInWeapon(shippointer->static_wb[i].gp_weapon_index[j]); |
no test coverage detected