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various input class implementations
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@@ -16,15 +16,15 @@ void CMainFlow::AdvanceGameState(CArchitectureQueue& queue)
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{
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switch (x14_gameState)
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{
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case ClientStateFrontEnd:
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SetGameState(ClientStateGameLoad, queue);
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case ClientFlowFrontEnd:
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CMainFlow::SetGameState(ClientFlowGameLoad, queue);
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break;
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case ClientStateUnspecified:
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case ClientStateGameLoad:
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SetGameState(ClientStateMoviePlay, queue);
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case ClientFlowUnspecified:
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case ClientFlowGameLoad:
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CMainFlow::SetGameState(ClientFlowMoviePlay, queue);
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break;
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case ClientStateMoviePlay:
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SetGameState(ClientStateFrontEnd, queue);
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case ClientFlowMoviePlay:
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CMainFlow::SetGameState(ClientFlowFrontEnd, queue);
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break;
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}
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}
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@@ -33,7 +33,7 @@ void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
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{
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switch (state)
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{
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case ClientStateFrontEnd:
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case ClientFlowFrontEnd:
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{
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if (g_main->GetGameplayResult() == GameplayResultNone)
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{
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@@ -48,12 +48,12 @@ void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
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queue.Push(std::move(MakeMsg::CreateCreateIOWin(TargetIOWinManager, 12, 11, new CFrontEndUI(queue))));
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break;
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}
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case ClientStateGameLoad:
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case ClientFlowGameLoad:
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{
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queue.Push(std::move(MakeMsg::CreateCreateIOWin(TargetIOWinManager, 10, 1000, new CMFGameLoader())));
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break;
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}
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case ClientStateMoviePlay:
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case ClientFlowMoviePlay:
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{
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switch (g_main->GetGameplayResult())
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{
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