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Initial collision testing and CStateManager work
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@@ -105,7 +105,7 @@ CIOWin::EMessageReturn CMFGame::OnMessage(const CArchitectureMessage& msg, CArch
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{
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if (x14_stateManager->GetPlayer().IsPlayerDeadEnough())
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{
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static_cast<CMain&>(*g_Main).SetFlowState(EFlowState::Four);
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static_cast<CMain&>(*g_Main).SetFlowState(EFlowState::LoseGame);
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queue.Push(MakeMsg::CreateQuitGameplay(EArchMsgTarget::Game));
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}
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else
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@@ -285,8 +285,8 @@ CMFGameLoader::CMFGameLoader() : CMFGameLoaderBase("CMFGameLoader")
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CMain* m = static_cast<CMain*>(g_Main);
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switch (m->GetFlowState())
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{
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case EFlowState::Five:
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case EFlowState::Six:
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case EFlowState::Default:
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case EFlowState::StateSetter:
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{
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ResId mlvlId = g_GameState->CurrentWorldAssetId();
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if (g_MemoryCardSys->HasSaveWorldMemory(mlvlId))
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