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Work on CWorldTransManager
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@@ -35,9 +35,9 @@ void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
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{
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case EClientFlowStates::FrontEnd:
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{
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if (g_main->GetGameplayResult() == EGameplayResult::None)
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if (g_Main->GetGameplayResult() == EGameplayResult::None)
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{
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g_main->SetGameplayResult(EGameplayResult::Playing);
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g_Main->SetGameplayResult(EGameplayResult::Playing);
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break;
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}
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/* TODO: URDE handling
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@@ -45,8 +45,8 @@ void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
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while (!loader.AreAllPaksLoaded())
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loader.AsyncIdlePakLoading();
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*/
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g_main->LoadAudio();
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g_main->RegisterResourceTweaks();
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g_Main->LoadAudio();
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g_Main->RegisterResourceTweaks();
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queue.Push(std::move(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11, new CFrontEndUI())));
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break;
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}
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@@ -57,7 +57,7 @@ void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
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}
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case EClientFlowStates::MoviePlay:
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{
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switch (g_main->GetGameplayResult())
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switch (g_Main->GetGameplayResult())
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{
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case EGameplayResult::Win:
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queue.Push(std::move(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11, new CPlayMovie(CPlayMovie::EWhichMovie::WinGame))));
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