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script fixes
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@ -8544,7 +8544,7 @@ int8 CRunningScript::ProcessCommands1000To1099(int32 command)
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CTimer::Stop();
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CGame::currLevel = (eLevelName)ScriptParams[0];
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CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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CStreaming::RemoveIslandsNotUsed(CGame::currLevel);
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CStreaming::RemoveUnusedBuildings(CGame::currLevel);
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CCollision::SortOutCollisionAfterLoad();
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CStreaming::RequestIslands(CGame::currLevel);
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CStreaming::LoadAllRequestedModels(true);
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@ -9013,7 +9013,7 @@ int8 CRunningScript::ProcessCommands1000To1099(int32 command)
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}
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case COMMAND_SET_MUSIC_DOES_FADE:
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CollectParameters(&m_nIp, 1);
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TheCamera.m_bMusicFading = (ScriptParams[0] == 0);
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TheCamera.m_bIgnoreFadingStuffForMusic = (ScriptParams[0] == 0);
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return 0;
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case COMMAND_SET_INTRO_IS_PLAYING:
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CollectParameters(&m_nIp, 1);
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@ -9162,7 +9162,7 @@ int8 CRunningScript::ProcessCommands1100To1199(int32 command)
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DMAudio.Service();
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CPopulation::DealWithZoneChange(CCollision::ms_collisionInMemory, CGame::currLevel, false);
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CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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CStreaming::RemoveIslandsNotUsed(CGame::currLevel);
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CStreaming::RemoveUnusedBuildings(CGame::currLevel);
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CCollision::SortOutCollisionAfterLoad();
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CStreaming::RequestIslands(CGame::currLevel);
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CStreaming::RequestBigBuildings(CGame::currLevel);
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