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@ -170,12 +170,18 @@ namespace MWGui
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// We are already using node masks to avoid the scene from being updated/rendered, but node masks don't work for computeBound()
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// We are already using node masks to avoid the scene from being updated/rendered, but node masks don't work for computeBound()
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mViewer->getSceneData()->setComputeBoundingSphereCallback(new DontComputeBoundCallback);
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mViewer->getSceneData()->setComputeBoundingSphereCallback(new DontComputeBoundCallback);
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mShowWallpaper = visible && (MWBase::Environment::get().getStateManager()->getState()
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== MWBase::StateManager::State_NoGame);
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if (!visible)
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{
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draw();
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return;
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}
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mVisible = visible;
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mVisible = visible;
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mLoadingBox->setVisible(mVisible);
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mLoadingBox->setVisible(mVisible);
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mShowWallpaper = mVisible && (MWBase::Environment::get().getStateManager()->getState()
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== MWBase::StateManager::State_NoGame);
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setVisible(true);
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setVisible(true);
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if (mShowWallpaper)
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if (mShowWallpaper)
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@ -184,9 +190,6 @@ namespace MWGui
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}
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}
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MWBase::Environment::get().getWindowManager()->pushGuiMode(mShowWallpaper ? GM_LoadingWallpaper : GM_Loading);
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MWBase::Environment::get().getWindowManager()->pushGuiMode(mShowWallpaper ? GM_LoadingWallpaper : GM_Loading);
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if (!mVisible)
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draw();
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}
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}
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void LoadingScreen::loadingOff()
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void LoadingScreen::loadingOff()
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