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use -flto=thin as LTO flag; MemoryCardSys work
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@@ -45,6 +45,8 @@ class IObjectStore;
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namespace MP1
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{
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class CMain;
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class CGameGlobalObjects
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{
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std::unique_ptr<CMemoryCardSys> x0_memoryCardSys;
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@@ -72,8 +74,6 @@ public:
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: x4_resFactory(resFactory), xcc_simplePool(objStore)
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{
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g_ResFactory = &x4_resFactory;
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x0_memoryCardSys.reset(new CMemoryCardSys());
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g_MemoryCardSys = x0_memoryCardSys.get();
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g_SimplePool = &xcc_simplePool;
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g_CharFactoryBuilder = &xec_charFactoryBuilder;
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g_AiFuncMap = &x110_aiFuncMap;
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@@ -86,6 +86,17 @@ public:
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LoadStringTable();
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m_renderer.reset(AllocateRenderer(xcc_simplePool, x4_resFactory));
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}
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void MemoryCardInitializePump()
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{
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if (!g_MemoryCardSys)
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{
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if (!x0_memoryCardSys)
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x0_memoryCardSys.reset(new CMemoryCardSys());
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if (x0_memoryCardSys->InitializePump())
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g_MemoryCardSys = x0_memoryCardSys.get();
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}
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}
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};
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#if MP1_USE_BOO
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@@ -94,6 +105,7 @@ class CGameArchitectureSupport : public boo::IWindowCallback
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class CGameArchitectureSupport
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#endif
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{
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CMain& m_parent;
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CArchitectureQueue m_archQueue;
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CAudioSys m_audioSys;
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CInputGenerator m_inputGenerator;
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@@ -132,7 +144,7 @@ class CGameArchitectureSupport
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}
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public:
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CGameArchitectureSupport(amuse::IBackendVoiceAllocator& backend);
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CGameArchitectureSupport(CMain& parent, amuse::IBackendVoiceAllocator& backend);
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void PreloadAudio();
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bool Update();
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void Draw();
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@@ -151,6 +163,7 @@ class CMain : public boo::IApplicationCallback, public IMain
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class CMain : public IMain
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#endif
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{
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friend class CGameArchitectureSupport;
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#if MP1_USE_BOO
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boo::IWindow* mainWindow;
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int appMain(boo::IApplication* app);
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