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CFrontEndUI work
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@@ -48,6 +48,8 @@ class CMain;
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class CGameGlobalObjects
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{
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friend class CMain;
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std::unique_ptr<CMemoryCardSys> x0_memoryCardSys;
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IFactory& x4_resFactory;
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CSimplePool& xcc_simplePool;
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@@ -210,7 +212,7 @@ private:
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bool x160_25_ : 1;
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bool x160_26_ : 1;
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bool x160_27_ : 1;
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bool x160_28_ : 1;
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bool x160_28_manageCard : 1;
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bool x160_29_ : 1;
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bool x160_30_ : 1;
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bool x160_31_cardBusy : 1;
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@@ -230,7 +232,7 @@ public:
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boo::ITextureR* spareTex);
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void RegisterResourceTweaks();
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void ResetGameState();
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void StreamNewGameState(CInputStream&) {}
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void StreamNewGameState(CBitStreamReader&, u32 idx);
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void CheckTweakManagerDebugOptions() {}
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//int RsMain(int argc, const boo::SystemChar* argv[]);
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@@ -242,15 +244,17 @@ public:
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void Shutdown();
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bool CheckReset() { return false; }
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bool CheckTerminate() {return false;}
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bool CheckTerminate() { return false; }
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void DrawDebugMetrics(double, CStopWatch&) {}
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void DoPredrawMetrics() {}
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void FillInAssetIDs();
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void LoadAudio();
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void ShutdownSubsystems() {}
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EGameplayResult GetGameplayResult() const {return xe4_gameplayResult;}
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void SetGameplayResult(EGameplayResult wl) {xe4_gameplayResult = wl;}
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void SetCardBusy(bool v) {x160_31_cardBusy = v;}
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EGameplayResult GetGameplayResult() const { return xe4_gameplayResult; }
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void SetGameplayResult(EGameplayResult wl) { xe4_gameplayResult = wl; }
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void SetManageCard(bool v) { x160_28_manageCard = v; }
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bool GetBardBusy() const { return x160_31_cardBusy; }
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void SetCardBusy(bool v) { x160_31_cardBusy = v; }
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EFlowState GetFlowState() const { return x12c_flowState; }
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};
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