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Work on CWorldTransManager
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@@ -2,20 +2,40 @@
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#include "CArchitectureQueue.hpp"
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#include "GameGlobalObjects.hpp"
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#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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{
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CMFGameLoader::CMFGameLoader()
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: CMFGameLoaderBase("CMFGameLoader")
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{
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switch (g_Main->GetFlowState())
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{
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case CMain::FlowState::Five:
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case CMain::FlowState::Six:
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{
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ResId mlvlId = g_GameState->CurrentWorldAssetId();
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//g_GameState->WorldTransitionManager()->
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//g_MemoryCardSys->
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}
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default:
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{
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}
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}
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}
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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->WorldTransitionManager();
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switch (msg.GetType())
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{
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case EArchMsgType::TimerTick:
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{
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const CArchMsgParmReal32& tick = MakeMsg::GetParmTimerTick(msg);
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g_GameState->WorldTransitionManager();
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}
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default: break;
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}
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@@ -24,7 +44,7 @@ CIOWin::EMessageReturn CMFGameLoader::OnMessage(const CArchitectureMessage& msg,
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void CMFGameLoader::Draw() const
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{
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g_GameState->WorldTransitionManager().Draw();
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g_GameState->WorldTransitionManager()->Draw();
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}
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}
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