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Initial pause screen implementations
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@@ -12,6 +12,9 @@
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#include "CStateManager.hpp"
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#include "DataSpec/DNACommon/Tweaks/ITweakGui.hpp"
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#include "CInventoryScreen.hpp"
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#include "CPauseScreen.hpp"
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#include "CPauseScreenBlur.hpp"
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#include "CInGameGuiManagerCommon.hpp"
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namespace urde
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{
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@@ -26,20 +29,9 @@ class CAutoMapper;
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namespace MP1
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{
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class CPauseScreen;
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class CPauseScreenBlur;
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class CSamusHud;
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class CInventoryScreen;
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enum class EInGameGuiState
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{
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Zero,
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InGame,
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MapScreen,
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PauseGame,
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PauseLogBook,
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PauseSaveGame,
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PauseHUDMessage
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};
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class CPauseScreen;
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class CInGameGuiManager
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{
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@@ -64,10 +56,10 @@ class CInGameGuiManager
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std::unique_ptr<CPlayerVisor> x30_playerVisor;
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std::unique_ptr<CSamusHud> x34_samusHud;
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std::unique_ptr<CAutoMapper> x38_autoMapper;
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std::unique_ptr<CPauseScreen> x3c_pauseScreen;
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std::unique_ptr<CPauseScreenBlur> x3c_pauseScreenBlur;
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std::unique_ptr<CSamusFaceReflection> x40_samusReflection;
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std::unique_ptr<CMessageScreen> x44_messageScreen;
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std::unique_ptr<CInventoryScreen> x48_inventoryScreen;
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std::unique_ptr<CPauseScreen> x48_pauseScreen;
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std::unique_ptr<CSaveGameScreen> x4c_saveUI;
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TLockedToken<CTexture> x50_deathDot;
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std::vector<TLockedToken<CDependencyGroup>> x5c_pauseScreenDGRPs;
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@@ -128,7 +120,7 @@ public:
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void Update(CStateManager& stateMgr, float dt, CArchitectureQueue& archQueue, bool);
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void ProcessControllerInput(CStateManager& stateMgr, const CFinalInput& input,
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CArchitectureQueue& archQueue);
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void PreDraw(CStateManager& stateMgr);
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void PreDraw(CStateManager& stateMgr, bool cameraActive);
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void Draw(CStateManager& stateMgr);
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void ShowPauseGameHudMessage(CStateManager& stateMgr, ResId pauseMsg, float time);
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void PauseGame(CStateManager& stateMgr, EInGameGuiState state);
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