That's interesting, I'm using the internet downloaded version, and the first thing it does when the EXE loads is load the room (I'm still using the default Secret Ops room, I haven't changed any of the Room files yet). Then when I go to play the first mission, it loads the intro scene, and THEN it gives me the callsign screen (which is how my series file is set up - load the intro, then the callsign screen).
Eh, look... the whole point of releasing the source code is so that folks like you would be able to work out the basics before asking questions. But you just keep on forgetting to do your homework - which is frustrating, because I'd much rather be answering questions about how to do some complex mission than about how the game structure works.
Whether a mission loads the room or not depends on the mission itself - and this, again, is something you
should have been able to work out just by looking at the UE source code. Inside every mission, there is the MAIN function, which controls how the mission behaves in terms of gameflow (all the stuff that happens before and after the spaceflight part of the mission). In the case of, say, the first UE midgame cutscene mission, the MAIN function looks like this:
Code:
function MAIN;
begin
MS_RunGameflow(0);
MS_RunSpaceflight(0);
MS_SetPilotDead(PILOT_Huntress, 1);
MS_SetPilotDead(PILOT_Thor, 1);
end;
In the case of the intro mission, the MAIN function looks like this:
Code:
function MAIN;
begin
MS_RunSpaceflight(0);
end;
Now, one of these missions shows the player the room first, and only then leads him into space. The other just leads him into space right away. I think you can figure out which is which.