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Reworked CGameArchitectureSupport initialization, initial CFirstPersonCamera imp
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@@ -10,8 +10,24 @@ namespace urde
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namespace MP1
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{
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CMFGameLoader::CMFGameLoader()
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: CMFGameLoaderBase("CMFGameLoader")
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CMFGame::CMFGame(const std::weak_ptr<CStateManager>& stateMgr, const std::weak_ptr<CInGameGuiManager>& guiMgr,
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const CArchitectureQueue&)
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: CMFGameBase("CMFGame"), x14_stateManager(stateMgr.lock()), x18_guiManager(guiMgr.lock()), x2a_25_(true)
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{
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//g_Main->x160_25_ = true;
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}
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CIOWin::EMessageReturn CMFGame::OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue)
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{
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return EMessageReturn::Normal;
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}
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void CMFGame::Draw() const
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{
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}
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CMFGameLoader::CMFGameLoader() : CMFGameLoaderBase("CMFGameLoader")
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{
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switch (g_Main->GetFlowState())
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{
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@@ -19,8 +35,8 @@ CMFGameLoader::CMFGameLoader()
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case CMain::FlowState::Six:
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{
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ResId mlvlId = g_GameState->CurrentWorldAssetId();
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//g_GameState->WorldTransitionManager()->
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//g_MemoryCardSys->
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// g_GameState->WorldTransitionManager()->
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// g_MemoryCardSys->
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}
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default:
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{
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@@ -38,15 +54,12 @@ CIOWin::EMessageReturn CMFGameLoader::OnMessage(const CArchitectureMessage& msg,
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{
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const CArchMsgParmReal32& tick = MakeMsg::GetParmTimerTick(msg);
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}
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default: break;
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default:
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break;
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}
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return EMessageReturn::Exit;
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}
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void CMFGameLoader::Draw() const
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{
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g_GameState->GetWorldTransitionManager()->Draw();
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}
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void CMFGameLoader::Draw() const { g_GameState->GetWorldTransitionManager()->Draw(); }
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}
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}
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