Don't call flipToPage1 until renderer is loaded.

This commit is contained in:
Martin Haye 2020-06-05 13:18:16 -07:00
parent 9e93360d11
commit ccd7f269b1

View File

@ -2142,23 +2142,27 @@ end
///////////////////////////////////////////////////////////////////////////////////////////////////
export def textureControl(flg)#0
flipToPage1
if flg <> texturesLoaded and renderLoaded
if flg
_texControl(1)
if mapIs3D; loadUtil3d; fin
showingLamp = mapIs3D and (skyNum == 0 or skyNum == 8)
else
_texControl(0)
if pModUtil3d and mapIs3D and !inScript // e.g. strafe -> script -> combat: need strafe to stay in mem!
mmgr(FREE_MEMORY, pModUtil3d)
pModUtil3d = NULL
util3d = NULL
if renderLoaded
flipToPage1
if flg <> texturesLoaded
if flg
_texControl(1)
if mapIs3D; loadUtil3d; fin
showingLamp = mapIs3D and (skyNum == 0 or skyNum == 8)
else
_texControl(0)
if pModUtil3d and mapIs3D and !inScript // e.g. strafe -> script -> combat: need strafe to stay in mem!
mmgr(FREE_MEMORY, pModUtil3d)
pModUtil3d = NULL
util3d = NULL
fin
showingLamp = FALSE
fin
showingLamp = FALSE
fin
texturesLoaded = flg
else
texturesLoaded = FALSE
fin
texturesLoaded = flg
end
///////////////////////////////////////////////////////////////////////////////////////////////////
@ -2762,7 +2766,7 @@ export def callGlobalFunc(moduleNum, arg1, arg2, arg3)#1
word pModule, pFunc, ret
// First load the module
flipToPage1()
if renderLoaded; flipToPage1(); fin
mmgr(START_LOAD, 1) // code is in partition 1
pModule = mmgr(QUEUE_LOAD, moduleNum<<8 | RES_TYPE_MODULE)
mmgr(FINISH_LOAD, 0)