- added SDL Pump events during game load to avoid hanging appearance when users click madly in startup
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@ -164,6 +164,8 @@ void Game::load(){
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// give CPU time to update other things to avoid apperance of hanging
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sleep(0);
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SDL_PumpEvents();
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if(loadingImageUsed == false){
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// try to use a faction related loading screen
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s] Searching for faction loading screen\n",__FILE__,__FUNCTION__);
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@ -242,6 +244,7 @@ void Game::load(){
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// give CPU time to update other things to avoid apperance of hanging
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sleep(0);
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SDL_PumpEvents();
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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@ -257,6 +260,7 @@ void Game::load(){
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// give CPU time to update other things to avoid apperance of hanging
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sleep(0);
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SDL_PumpEvents();
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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@ -265,6 +269,7 @@ void Game::load(){
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// give CPU time to update other things to avoid apperance of hanging
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sleep(0);
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SDL_PumpEvents();
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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@ -276,6 +281,7 @@ void Game::load(){
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// give CPU time to update other things to avoid apperance of hanging
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sleep(0);
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SDL_PumpEvents();
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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//good_fpu_control_registers(NULL,__FILE__,__FUNCTION__,__LINE__);
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@ -304,16 +310,19 @@ void Game::init()
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// give CPU time to update other things to avoid apperance of hanging
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sleep(0);
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SDL_PumpEvents();
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world.init(this, gameSettings.getDefaultUnits());
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// give CPU time to update other things to avoid apperance of hanging
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sleep(0);
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SDL_PumpEvents();
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gui.init(this);
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// give CPU time to update other things to avoid apperance of hanging
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sleep(0);
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SDL_PumpEvents();
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chatManager.init(&console, world.getThisTeamIndex());
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console.clearStoredLines();
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@ -323,6 +332,7 @@ void Game::init()
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// give CPU time to update other things to avoid apperance of hanging
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sleep(0);
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SDL_PumpEvents();
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scriptManager.init(&world, &gameCamera);
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@ -345,6 +355,7 @@ void Game::init()
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// give CPU time to update other things to avoid apperance of hanging
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sleep(0);
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SDL_PumpEvents();
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//wheather particle systems
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if(world.getTileset()->getWeather() == wRainy){
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@ -372,6 +383,7 @@ void Game::init()
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// give CPU time to update other things to avoid apperance of hanging
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sleep(0);
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SDL_PumpEvents();
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//sounds
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SoundRenderer &soundRenderer= SoundRenderer::getInstance();
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@ -68,6 +68,7 @@ void TechTree::load(const string &dir, set<string> &factions, Checksum* checksum
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// give CPU time to update other things to avoid apperance of hanging
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sleep(0);
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SDL_PumpEvents();
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//load tech tree xml info
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try{
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@ -90,6 +91,7 @@ void TechTree::load(const string &dir, set<string> &factions, Checksum* checksum
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// give CPU time to update other things to avoid apperance of hanging
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sleep(0);
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SDL_PumpEvents();
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//armor types
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const XmlNode *armorTypesNode= techTreeNode->getChild("armor-types");
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@ -117,6 +119,7 @@ void TechTree::load(const string &dir, set<string> &factions, Checksum* checksum
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// give CPU time to update other things to avoid apperance of hanging
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sleep(0);
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SDL_PumpEvents();
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//load factions
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str= dir+"/factions/*.";
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@ -136,6 +139,7 @@ void TechTree::load(const string &dir, set<string> &factions, Checksum* checksum
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// give CPU time to update other things to avoid apperance of hanging
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sleep(0);
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SDL_PumpEvents();
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}
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}
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