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Initial pause screen implementations
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@@ -2,7 +2,8 @@
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#define __URDE_CINVENTORYSCREEN_HPP__
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#include "CInGameGuiManager.hpp"
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#include "Editor/ProjectResourceFactoryBase.hpp"
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#include "CPauseScreenBase.hpp"
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#include "CSamusDoll.hpp"
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namespace urde
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{
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@@ -11,31 +12,12 @@ class CDependencyGroup;
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namespace MP1
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{
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class CInventoryScreen
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class CInventoryScreen : public CPauseScreenBase
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{
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u32 x0_w1;
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TLockedToken<CStringTable> x14_strgPauseScreen;
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const CDependencyGroup& x20_suitDgrp;
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const CDependencyGroup& x24_ballDgrp;
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TLockedToken<CGuiFrame> x28_pauseScreenInstructions;
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u32 x34_ = 0;
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u32 x38_ = 0;
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u32 x3c_ = 0;
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u32 x40_ = 0;
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u32 x48_ = 0;
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u32 x4c_ = 0;
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u32 x50_ = 0;
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ResId x54_frmePauseScreenId;
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u32 x58_frmePauseScreenBufSz;
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std::unique_ptr<u8[]> x5c_frmePauseScreenBuf;
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std::shared_ptr<ProjectResourceFactoryBase::AsyncTask> x60_loadTok;
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u32 x64_ = 0;
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u32 x78_ = 0;
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rstl::reserved_vector<CToken, 2> x7c_;
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std::unique_ptr<CSamusDoll> x19c_samusDoll;
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public:
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CInventoryScreen(u32 w1, const CDependencyGroup& suitDgrp, const CDependencyGroup& ballDgrp);
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void ProcessControllerInput(const CStateManager& mgr, const CFinalInput& input);
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CInventoryScreen(const CStateManager& mgr, const CGuiFrame& frame, const CStringTable& pauseStrg,
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const CDependencyGroup& suitDgrp, const CDependencyGroup& ballDgrp);
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};
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}
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