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Lots of CMFGame integration
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@@ -111,7 +111,7 @@ class CGameArchitectureSupport
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CInputGenerator x30_inputGenerator;
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CGuiSys x44_guiSys;
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CIOWinManager x58_ioWinManager;
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s32 x78_;
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s32 x78_gameFrameCount;
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enum class EAudioLoadStatus
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{
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@@ -222,14 +222,14 @@ private:
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struct
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{
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bool x160_24_finished : 1;
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bool x160_25_ : 1;
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bool x160_26_ : 1;
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bool x160_25_mfGameBuilt : 1;
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bool x160_26_screenFading : 1;
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bool x160_27_ : 1;
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bool x160_28_manageCard : 1;
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bool x160_29_ : 1;
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bool x160_30_ : 1;
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bool x160_31_cardBusy : 1;
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bool x161_24_ : 1;
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bool x161_24_gameFrameDrawn : 1;
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};
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u16 _dummy = 0;
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};
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@@ -249,6 +249,8 @@ public:
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void ResetGameState();
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void StreamNewGameState(CBitStreamReader&, u32 idx);
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void CheckTweakManagerDebugOptions() {}
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void SetMFGameBuilt(bool b) { x160_25_mfGameBuilt = b; }
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void SetScreenFading(bool b) { x160_26_screenFading = b; }
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//int RsMain(int argc, const boo::SystemChar* argv[]);
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void Init(const hecl::Runtime::FileStoreManager& storeMgr,
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@@ -287,6 +289,7 @@ public:
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void SetManageCard(bool v) { x160_28_manageCard = v; }
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bool GetCardBusy() const { return x160_31_cardBusy; }
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void SetCardBusy(bool v) { x160_31_cardBusy = v; }
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void SetGameFrameDrawn() { x161_24_gameFrameDrawn = true; }
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EFlowState GetFlowState() const { return x12c_flowState; }
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void SetFlowState(EFlowState s) { x12c_flowState = s; }
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