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Diffstat (limited to 'src/avp/win95/progress_bar.cpp')
-rw-r--r--src/avp/win95/progress_bar.cpp12
1 files changed, 4 insertions, 8 deletions
diff --git a/src/avp/win95/progress_bar.cpp b/src/avp/win95/progress_bar.cpp
index 9ec23ad..b775d14 100644
--- a/src/avp/win95/progress_bar.cpp
+++ b/src/avp/win95/progress_bar.cpp
@@ -234,9 +234,8 @@ void Set_Progress_Bar_Position(int pos)
{
//time to check our messages
LastSendTime=time;
-#if 0 /* TODO: disabled for port */
+
MinimalNetCollectMessages();
-#endif
//send messages , mainly needed so that the host will send the game description
//allowing people to join while the host is loading
NetSendMessages();
@@ -267,7 +266,6 @@ void Game_Has_Loaded(void)
// FlipBuffers();
-#if 0 /* TODO: disabled for port */
ColourFillBackBufferQuad
(
0,
@@ -276,7 +274,7 @@ void Game_Has_Loaded(void)
ScreenDescriptorBlock.SDB_Width-1,
ScreenDescriptorBlock.SDB_Height-1
);
-#endif
+
if (f)
{
LoadingBarFull_SrcRect.left=0;
@@ -314,9 +312,8 @@ void Game_Has_Loaded(void)
/* If in a network game then we may as well check the network messages while waiting*/
if(AvP.Network != I_No_Network)
{
-#if 0 /* TODO: disabled for port */
MinimalNetCollectMessages();
-#endif
+
//send messages , mainly needed so that the host will send the game description
//allowing people to join while the host is loading
NetSendMessages();
@@ -324,9 +321,8 @@ void Game_Has_Loaded(void)
}
}
-#if 0 /* TODO: disabled for port */
while(!DebouncedGotAnyKey);
-#endif
+
while (0);
FadingGameInAfterLoading=ONE_FIXED;