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Finish initial CCredits implementation, merge EFlowStates with EClientFlowStates

This commit is contained in:
2021-06-03 16:47:04 -07:00
parent 665dc5fd51
commit 99d363d5df
12 changed files with 50 additions and 49 deletions

View File

@@ -100,7 +100,7 @@ CIOWin::EMessageReturn CMFGame::OnMessage(const CArchitectureMessage& msg, CArch
}
case EGameFlowState::SamusDied: {
if (x14_stateManager->GetPlayer().IsPlayerDeadEnough()) {
static_cast<CMain&>(*g_Main).SetFlowState(EFlowState::LoseGame);
static_cast<CMain&>(*g_Main).SetFlowState(EClientFlowStates::LoseGame);
queue.Push(MakeMsg::CreateQuitGameplay(EArchMsgTarget::Game));
} else {
x14_stateManager->SetActiveRandomToDefault();
@@ -259,8 +259,8 @@ void CMFGame::EnterMapScreen() {
CMFGameLoader::CMFGameLoader() : CMFGameLoaderBase("CMFGameLoader") {
auto* m = static_cast<CMain*>(g_Main);
switch (m->GetFlowState()) {
case EFlowState::Default:
case EFlowState::StateSetter: {
case EClientFlowStates::Default:
case EClientFlowStates::StateSetter: {
CAssetId mlvlId = g_GameState->CurrentWorldAssetId();
if (g_MemoryCardSys->HasSaveWorldMemory(mlvlId)) {
const CSaveWorldMemory& savwMem = g_MemoryCardSys->GetSaveWorldMemory(mlvlId);