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Refactor ResId into CAssetId
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@@ -62,7 +62,7 @@ struct SScriptObjectStream
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struct SOnScreenTex
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{
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ResId x0_id = -1;
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CAssetId x0_id = -1;
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zeus::CVector2i x4_origin;
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zeus::CVector2i xc_extent;
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};
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@@ -207,7 +207,7 @@ private:
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u32 xef0_hintPeriods = 0;
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SOnScreenTex xef4_pendingScreenTex;
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ResId xf08_pauseHudMessage = -1;
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CAssetId xf08_pauseHudMessage = -1;
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float xf0c_escapeTimer = 0.f;
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float xf10_escapeTotalTime = 0.f;
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float xf14_curTimeMod900 = 0.f;
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@@ -232,8 +232,8 @@ private:
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float xf78_hudMessageTime = 0.f;
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CProjectedShadow* xf7c_projectedShadow = nullptr;
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u32 xf80_hudMessageFrameCount = 0;
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ResId xf84_ = -1;
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ResId xf88_ = -1;
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s32 xf84_ = -1;
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CAssetId xf88_ = -1;
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float xf8c_ = 0.f;
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EStateManagerTransition xf90_deferredTransition = EStateManagerTransition::InGame;
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@@ -361,10 +361,10 @@ public:
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void CrossTouchActors();
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void ThinkEffectsAndActors(float dt);
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void PostUpdatePlayer(float dt);
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void ShowPausedHUDMemo(ResId strg, float time);
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void ShowPausedHUDMemo(CAssetId strg, float time);
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void ClearGraveyard();
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void FrameBegin(s32 frameCount);
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void InitializeState(ResId mlvlId, TAreaId aid, ResId mreaId);
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void InitializeState(CAssetId mlvlId, TAreaId aid, CAssetId mreaId);
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void CreateStandardGameObjects();
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const std::unique_ptr<CObjectList>& GetObjectList() const { return x808_objLists[0]; }
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CObjectList* ObjectListById(EGameObjectList type);
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@@ -403,7 +403,7 @@ public:
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TUniqueId GetSkipCinematicSpecialFunction() const { return xf38_skipCineSpecialFunc; }
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void SetSkipCinematicSpecialFunction(TUniqueId id) { xf38_skipCineSpecialFunc = id; }
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float GetHUDMessageTime() const { return xf78_hudMessageTime; }
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ResId GetPauseHUDMessage() const { return xf08_pauseHudMessage; }
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CAssetId GetPauseHUDMessage() const { return xf08_pauseHudMessage; }
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void IncrementHUDMessageFrameCounter() { ++xf80_hudMessageFrameCount; }
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bool ShouldQuitGame() const { return xf94_25_quitGame; }
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void SetShouldQuitGame(bool should) { xf94_25_quitGame = should; }
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