metaforce/Runtime/MP1/CMFGame.cpp

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#include "CMFGame.hpp"
#include "CArchitectureQueue.hpp"
#include "GameGlobalObjects.hpp"
#include "CGameState.hpp"
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#include "MP1.hpp"
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#include "Character/CCharLayoutInfo.hpp"
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namespace urde
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{
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namespace MP1
{
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CMFGame::CMFGame(const std::weak_ptr<CStateManager>& stateMgr, const std::weak_ptr<CInGameGuiManager>& guiMgr,
const CArchitectureQueue&)
: CMFGameBase("CMFGame"), x14_stateManager(stateMgr.lock()), x18_guiManager(guiMgr.lock()), x2a_25_(true)
{
//g_Main->x160_25_ = true;
}
CIOWin::EMessageReturn CMFGame::OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue)
{
return EMessageReturn::Normal;
}
void CMFGame::Draw() const
{
}
CMFGameLoader::CMFGameLoader() : CMFGameLoaderBase("CMFGameLoader")
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{
switch (g_Main->GetFlowState())
{
case CMain::FlowState::Five:
case CMain::FlowState::Six:
{
ResId mlvlId = g_GameState->CurrentWorldAssetId();
// g_GameState->WorldTransitionManager()->
// g_MemoryCardSys->
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}
default:
{
}
}
}
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CIOWin::EMessageReturn CMFGameLoader::OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue)
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{
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std::shared_ptr<CWorldTransManager> wtMgr = g_GameState->GetWorldTransitionManager();
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switch (msg.GetType())
{
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case EArchMsgType::TimerTick:
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{
const CArchMsgParmReal32& tick = MakeMsg::GetParmTimerTick(msg);
}
default:
break;
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}
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return EMessageReturn::Exit;
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}
void CMFGameLoader::Draw() const { g_GameState->GetWorldTransitionManager()->Draw(); }
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}
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}