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Work on CFrontEndUI
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@@ -23,9 +23,10 @@ URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CTexturedQuadFilterAlpha)
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namespace MP1
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{
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CGameArchitectureSupport::CGameArchitectureSupport(CMain& parent, amuse::IBackendVoiceAllocator& backend)
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CGameArchitectureSupport::CGameArchitectureSupport(CMain& parent, boo::IAudioVoiceEngine* voiceEngine,
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amuse::IBackendVoiceAllocator& backend)
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: m_parent(parent),
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m_audioSys(backend, 0,0,0,0,0),
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m_audioSys(voiceEngine, backend, 0,0,0,0,0),
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m_inputGenerator(g_tweakPlayer->GetLeftLogicalThreshold(),
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g_tweakPlayer->GetRightLogicalThreshold()),
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m_guiSys(*g_ResFactory, *g_SimplePool, CGuiSys::EUsageMode::Zero)
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@@ -124,8 +125,7 @@ void CMain::ResetGameState()
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{
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}
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void CMain::InitializeSubsystems(const hecl::Runtime::FileStoreManager& storeMgr,
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boo::IAudioVoiceEngine* voiceEngine)
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void CMain::InitializeSubsystems(const hecl::Runtime::FileStoreManager& storeMgr)
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{
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CModelShaders::Initialize(storeMgr, CGraphics::g_BooFactory);
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CMoviePlayer::Initialize();
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@@ -146,11 +146,11 @@ void CMain::Init(const hecl::Runtime::FileStoreManager& storeMgr,
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boo::IAudioVoiceEngine* voiceEngine,
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amuse::IBackendVoiceAllocator& backend)
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{
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InitializeSubsystems(storeMgr, voiceEngine);
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InitializeSubsystems(storeMgr);
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x128_globalObjects.PostInitialize();
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x70_tweaks.RegisterTweaks();
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x70_tweaks.RegisterResourceTweaks();
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m_archSupport.reset(new CGameArchitectureSupport(*this, backend));
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m_archSupport.reset(new CGameArchitectureSupport(*this, voiceEngine, backend));
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g_archSupport = m_archSupport.get();
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//g_TweakManager->ReadFromMemoryCard("AudioTweaks");
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FillInAssetIDs();
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