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Merge branch 'ringzero+master' of ssh://deng.git.sourceforge.net/gitr…
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…oot/deng/deng into ringzero+master
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skyjake committed Dec 29, 2011
2 parents 722a728 + 35a5515 commit 3f20de5
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Showing 2 changed files with 6 additions and 5 deletions.
2 changes: 1 addition & 1 deletion doomsday/engine/portable/src/con_data.c
Original file line number Diff line number Diff line change
Expand Up @@ -855,7 +855,7 @@ void Con_PrintCVar(cvar_t* var, char* prefix)
case CVT_CHARPTR: Con_Printf("%s %c \"%s\"", Str_Text(path), equals, CV_CHARPTR(var)); break;
case CVT_URIPTR: {
ddstring_t* valPath = (CV_URIPTR(var)? Uri_ToString(CV_URIPTR(var)) : NULL);
Con_Printf("%s %c \"%s\"", Str_Text(valPath), equals, (CV_URIPTR(var)? Str_Text(valPath) : "")); break;
Con_Printf("%s %c \"%s\"", Str_Text(path), equals, (CV_URIPTR(var)? Str_Text(valPath) : "")); break;
if(valPath) Str_Delete(valPath);
}
default: Con_Printf("%s (bad type!)", Str_Text(path)); break;
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9 changes: 5 additions & 4 deletions doomsday/engine/portable/src/dd_main.c
Original file line number Diff line number Diff line change
Expand Up @@ -825,6 +825,7 @@ typedef struct {
static int DD_ChangeGameWorker(void* paramaters)
{
ddchangegameworker_paramaters_t* p = (ddchangegameworker_paramaters_t*)paramaters;
uint i;
assert(p);

// Reset file Ids so previously seen files can be processed again.
Expand Down Expand Up @@ -955,8 +956,6 @@ static int DD_ChangeGameWorker(void* paramaters)
R_InitSprites(); // Fully initialize sprites.
R_InitModels();

Rend_ParticleLoadExtraTextures();

Def_PostInit();

if(p->initiatedBusyMode)
Expand All @@ -979,7 +978,6 @@ static int DD_ChangeGameWorker(void* paramaters)
Con_SetProgress(160);

// Invalidate old cmds and init player values.
{ uint i;
for(i = 0; i < DDMAXPLAYERS; ++i)
{
player_t* plr = &ddPlayers[i];
Expand All @@ -991,7 +989,7 @@ static int DD_ChangeGameWorker(void* paramaters)
if(isServer && plr->shared.inGame)
clients[i].runTime = SECONDS_TO_TICKS(gameTime);
*/
}}
}

if(gx.PostInit)
{
Expand Down Expand Up @@ -1183,6 +1181,9 @@ boolean DD_ChangeGame2(Game* game, boolean allowReload)
}
}

// Process any GL-related tasks we couldn't while Busy.
Rend_ParticleLoadExtraTextures();

/**
* Clear any input events we may have accumulated during this process.
* \note Only necessary here because we might not have been able to use
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