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New code style refactor
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@@ -4,89 +4,73 @@
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#include "CInGameGuiManager.hpp"
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#include "Graphics/Shaders/CColoredQuadFilter.hpp"
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namespace urde
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{
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namespace urde {
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class CStateManager;
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class CInGameGuiManager;
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class CToken;
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namespace MP1
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{
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namespace MP1 {
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enum class EGameFlowState
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{
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InGame = 0,
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Paused,
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SamusDied,
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CinematicSkip
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};
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enum class EGameFlowState { InGame = 0, Paused, SamusDied, CinematicSkip };
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class CMFGame : public CMFGameBase
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{
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std::shared_ptr<CStateManager> x14_stateManager;
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std::shared_ptr<CInGameGuiManager> x18_guiManager;
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EGameFlowState x1c_flowState = EGameFlowState::InGame;
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float x20_cineSkipTime;
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u32 x24_ = 0;
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TUniqueId x28_skippedCineCam = kInvalidUniqueId;
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union
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{
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struct
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{
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bool x2a_24_initialized : 1;
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bool x2a_25_samusAlive : 1;
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};
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u8 _dummy = 0;
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class CMFGame : public CMFGameBase {
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std::shared_ptr<CStateManager> x14_stateManager;
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std::shared_ptr<CInGameGuiManager> x18_guiManager;
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EGameFlowState x1c_flowState = EGameFlowState::InGame;
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float x20_cineSkipTime;
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u32 x24_ = 0;
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TUniqueId x28_skippedCineCam = kInvalidUniqueId;
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union {
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struct {
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bool x2a_24_initialized : 1;
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bool x2a_25_samusAlive : 1;
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};
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u8 _dummy = 0;
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};
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CColoredQuadFilter m_fadeToBlack = {EFilterType::Multiply};
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CColoredQuadFilter m_fadeToBlack = {EFilterType::Multiply};
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bool IsCameraActiveFlow() const
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{
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return (x1c_flowState == EGameFlowState::InGame || x1c_flowState == EGameFlowState::SamusDied);
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}
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bool IsCameraActiveFlow() const {
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return (x1c_flowState == EGameFlowState::InGame || x1c_flowState == EGameFlowState::SamusDied);
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}
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public:
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CMFGame(const std::weak_ptr<CStateManager>& stateMgr, const std::weak_ptr<CInGameGuiManager>& guiMgr,
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const CArchitectureQueue&);
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~CMFGame();
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CIOWin::EMessageReturn OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue);
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void Touch();
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void Draw() const;
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void PlayerDied();
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void UnpauseGame();
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void EnterMessageScreen(float time);
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void SaveGame();
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void EnterLogBook();
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void PauseGame();
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void EnterMapScreen();
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CMFGame(const std::weak_ptr<CStateManager>& stateMgr, const std::weak_ptr<CInGameGuiManager>& guiMgr,
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const CArchitectureQueue&);
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~CMFGame();
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CIOWin::EMessageReturn OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue);
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void Touch();
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void Draw() const;
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void PlayerDied();
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void UnpauseGame();
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void EnterMessageScreen(float time);
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void SaveGame();
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void EnterLogBook();
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void PauseGame();
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void EnterMapScreen();
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};
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class CMFGameLoader : public CMFGameLoaderBase
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{
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std::shared_ptr<CStateManager> x14_stateMgr;
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std::shared_ptr<CInGameGuiManager> x18_guiMgr;
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std::vector<CToken> x1c_loadList;
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class CMFGameLoader : public CMFGameLoaderBase {
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std::shared_ptr<CStateManager> x14_stateMgr;
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std::shared_ptr<CInGameGuiManager> x18_guiMgr;
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std::vector<CToken> x1c_loadList;
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union
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{
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struct
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{
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bool x2c_24_initialized : 1;
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bool x2c_25_transitionFinished : 1;
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};
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u8 _dummy = 0;
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union {
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struct {
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bool x2c_24_initialized : 1;
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bool x2c_25_transitionFinished : 1;
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};
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u8 _dummy = 0;
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};
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void MakeLoadDependencyList();
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void MakeLoadDependencyList();
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public:
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CMFGameLoader();
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~CMFGameLoader();
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EMessageReturn OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue);
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void Draw() const;
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CMFGameLoader();
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~CMFGameLoader();
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EMessageReturn OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue);
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void Draw() const;
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};
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}
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}
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} // namespace MP1
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} // namespace urde
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