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https://github.com/AxioDL/metaforce.git
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Initial collision testing and CStateManager work
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@@ -35,8 +35,8 @@ void CMainFlow::AdvanceGameState(CArchitectureQueue& queue)
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case EClientFlowStates::GameExit:
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{
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MP1::CMain* main = static_cast<MP1::CMain*>(g_Main);
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if (main->GetFlowState() != EFlowState::Zero &&
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main->GetFlowState() != EFlowState::Six)
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if (main->GetFlowState() != EFlowState::None &&
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main->GetFlowState() != EFlowState::StateSetter)
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main->SetX30(true);
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}
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case EClientFlowStates::Unspecified:
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@@ -56,15 +56,15 @@ void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
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{
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switch (main->GetFlowState())
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{
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case EFlowState::One:
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case EFlowState::Two:
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case EFlowState::Three:
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case EFlowState::WinBad:
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case EFlowState::WinGood:
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case EFlowState::WinBest:
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queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11,
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std::make_shared<CCredits>()));
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break;
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case EFlowState::Four:
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case EFlowState::LoseGame:
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queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11,
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std::make_shared<CPlayMovie>(CPlayMovie::EWhichMovie::AfterCredits)));
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std::make_shared<CPlayMovie>(CPlayMovie::EWhichMovie::LoseGame)));
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break;
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default: break;
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}
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@@ -72,7 +72,7 @@ void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
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}
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case EClientFlowStates::PreFrontEnd:
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{
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if (main->GetFlowState() == EFlowState::Zero)
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if (main->GetFlowState() == EFlowState::None)
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return;
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queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11,
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std::make_shared<CPreFrontEnd>()));
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@@ -83,14 +83,14 @@ void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
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std::shared_ptr<CIOWin> nextIOWin;
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switch (main->GetFlowState())
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{
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case EFlowState::Six:
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case EFlowState::StateSetter:
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nextIOWin = std::make_shared<CStateSetterFlow>();
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break;
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case EFlowState::One:
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case EFlowState::Two:
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case EFlowState::Three:
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case EFlowState::Four:
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case EFlowState::Five:
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case EFlowState::WinBad:
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case EFlowState::WinGood:
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case EFlowState::WinBest:
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case EFlowState::LoseGame:
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case EFlowState::Default:
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nextIOWin = std::make_shared<CFrontEndUI>();
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break;
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default: return;
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@@ -102,7 +102,7 @@ void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
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case EClientFlowStates::Game:
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{
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g_GameState->GameOptions().EnsureSettings();
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main->SetFlowState(EFlowState::Five);
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main->SetFlowState(EFlowState::Default);
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queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 10, 1000,
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std::make_shared<CMFGameLoader>()));
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break;
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