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Work on CWorldTransManager
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@@ -207,6 +207,18 @@ class CMain
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fprintf(stderr, "\n");
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}
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#endif
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public:
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enum class FlowState
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{
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Zero,
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One,
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Two,
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Three,
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Four,
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Five,
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Six,
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};
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private:
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//CMemorySys x6c_memSys;
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CTweaks x70_tweaks;
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@@ -214,9 +226,32 @@ class CMain
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bool xe8_b24_finished = false;
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/* urde addition: these are simply initialized along with everything else */
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CGameGlobalObjects m_globalObjects;
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CGameGlobalObjects x128_globalObjects;
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CGameArchitectureSupport m_archSupport;
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FlowState x12c_ = FlowState::Five;
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u32 x130_[10] = { 1000000 };
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union
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{
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struct
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{
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bool x160_24_ : 1;
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bool x160_25_ : 1;
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bool x160_26_ : 1;
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bool x160_27_ : 1;
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bool x160_28_ : 1;
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bool x160_29_ : 1;
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bool x160_30_ : 1;
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bool x160_31_ : 1;
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bool x161_24_ : 1;
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};
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u16 _dummy = 0;
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};
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u32 x164_ = 0;
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void InitializeSubsystems(boo::IGraphicsDataFactory* factory,
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boo::IGraphicsCommandQueue* cc,
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boo::ITextureR* renderTex,
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@@ -248,9 +283,10 @@ public:
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void ShutdownSubsystems();
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EGameplayResult GetGameplayResult() const {return xe4_gameplayResult;}
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void SetGameplayResult(EGameplayResult wl) {xe4_gameplayResult = wl;}
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FlowState GetFlowState() const { return x12c_; }
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};
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extern CMain* g_main;
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}
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}
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