That's all hard coded.
void LoadingScreenEnable(int mapId, bool loadingWorld){ if ( s_loadingScreenEnableCount++ <= 0 ) { ObjectAllocFreeEmptyPages(0); if ( CGGameUI::AreScriptFunctionsLoaded() ) { FrameScript_SignalEvent(0x338u, 0LL); } s_customLoadScreenSpellID = -1; s_customLoadingScreensID = 0; s_customLoadingScreenPathID = 0; s_customLoadingScreenLegIndex = 0; s_drawingCustomLoadingScreenBackground = 0; s_drawingCustomLoadingScreenSpline = 0; UserClientLoadingScreenNotify packet; packet.mapID = mapId; packet.showing = 1; ClientServices::Send(&packet); CGGameUI::SetAspect(); if ( s_gameTip && *s_gameTip ) { if ( !s_textFont ) { char fontName[260]; // Locale.db2 GetLocaleDefaultFont(GetCurrentWowLocale(), fontName, sizeof (fontName)); s_textFont = TextBlockGenerateFont(fontName, NDCToDDCHeight(0.017999999), 1u); } float aspect_compensation = CoordinateGetAspectCompensation(); float v18 = 0.50292969 / aspect_compensation; C3Vector position ( 0.5 - v18 * 0.5 , aspect_compensation < 1.0 : 0.1 ? ((1.0 - aspect_compensation) * 0.5 + 0.1); , 1.0 ); trim_trailing_newlines (s_gameTip); GxuFontCreateString( TextBlockGetFontPtr(s_textFont), s_gameTip, 0.017999999, &v22, v18, 1.0, 0.0049999999, &s_tipStr, (EGxFontVJusts)2, 0, 0, 0xD7C8C8C8, 0.0, 1.0, 1.0, 0.0); GxuFontAddShadow(s_tipStr, COLOR_BLACK, {0.001, -0.001}); if ( !s_batch ) { s_batch = GxuFontCreateBatch(); } GxuFontAddToBatch(s_batch, s_tipStr); } s_simpleMapID = mapId; InitializeProgressBar(loadingWorld); }
So Core handle it ? i thought its all in exe