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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namespace urde
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{
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namespace MP1
{
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CMFGameLoader::CMFGameLoader()
: CMFGameLoaderBase("CMFGameLoader")
{
switch (g_Main->GetFlowState())
{
case CMain::FlowState::Five:
case CMain::FlowState::Six:
{
ResId mlvlId = g_GameState->CurrentWorldAssetId();
//g_GameState->WorldTransitionManager()->
//g_MemoryCardSys->
}
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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return EMessageReturn::Exit;
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}
void CMFGameLoader::Draw() const
{
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g_GameState->GetWorldTransitionManager()->Draw();
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}
}
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}