mirror of https://github.com/AxioDL/metaforce.git
moved AdvanceGameState to subclass
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parent
d6e0a1c7c6
commit
3616f14f94
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@ -23,21 +23,4 @@ CIOWin::EMessageReturn CMainFlowBase::OnMessage(const CArchitectureMessage& msg,
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return MsgRetNormal;
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return MsgRetNormal;
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}
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}
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void CMainFlowBase::AdvanceGameState(CArchitectureQueue& queue)
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{
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switch (x14_gameState)
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{
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case ClientStateFrontEnd:
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SetGameState(ClientStateGameLoad, queue);
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break;
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case ClientStateUnspecified:
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case ClientStateGameLoad:
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SetGameState(ClientStateMoviePlay, queue);
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break;
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case ClientStateMoviePlay:
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SetGameState(ClientStateFrontEnd, queue);
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break;
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}
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}
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}
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}
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@ -21,7 +21,7 @@ protected:
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public:
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public:
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CMainFlowBase(const char* name) : CIOWin(name) {}
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CMainFlowBase(const char* name) : CIOWin(name) {}
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EMessageReturn OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue);
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EMessageReturn OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue);
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void AdvanceGameState(CArchitectureQueue& queue);
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virtual void AdvanceGameState(CArchitectureQueue& queue)=0;
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virtual void SetGameState(EClientFlowStates state, CArchitectureQueue& queue)=0;
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virtual void SetGameState(EClientFlowStates state, CArchitectureQueue& queue)=0;
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};
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};
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@ -12,7 +12,22 @@ namespace Retro
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namespace MP1
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namespace MP1
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{
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{
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void CMainFlow::AdvanceGameState(CArchitectureQueue& queue)
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{
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switch (x14_gameState)
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{
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case ClientStateFrontEnd:
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SetGameState(ClientStateGameLoad, queue);
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break;
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case ClientStateUnspecified:
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case ClientStateGameLoad:
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SetGameState(ClientStateMoviePlay, queue);
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break;
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case ClientStateMoviePlay:
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SetGameState(ClientStateFrontEnd, queue);
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break;
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}
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}
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void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
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void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
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{
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{
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@ -15,6 +15,7 @@ class CMainFlow : public CMainFlowBase
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{
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{
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public:
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public:
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CMainFlow() : CMainFlowBase("CMainFlow") {}
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CMainFlow() : CMainFlowBase("CMainFlow") {}
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void AdvanceGameState(CArchitectureQueue& queue);
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void SetGameState(EClientFlowStates state, CArchitectureQueue& queue);
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void SetGameState(EClientFlowStates state, CArchitectureQueue& queue);
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bool GetIsContinueDraw() const {return false;}
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bool GetIsContinueDraw() const {return false;}
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void Draw() const {}
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void Draw() const {}
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