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More class stubs
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61
Runtime/MP1/CMainFlow.cpp
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61
Runtime/MP1/CMainFlow.cpp
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#include "CMainFlow.hpp"
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#include "CArchitectureQueue.hpp"
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#include "CMFGame.hpp"
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#include "CMain.hpp"
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#include "CPlayMovie.hpp"
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#include "CResFactory.hpp"
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#include "CFrontEndUI.hpp"
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#include "GameGlobalObjects.hpp"
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namespace Retro
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{
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namespace MP1
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{
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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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{
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if (g_main->GetGameplayResult() == GameplayResultNone)
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{
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g_main->SetGameplayResult(GameplayResultPlaying);
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break;
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}
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CResLoader& loader = g_ResFactory->GetLoader();
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while (!loader.AreAllPaksLoaded())
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loader.AsyncIdlePakLoading();
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g_main->LoadAudio();
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g_main->RegisterResourceTweaks();
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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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{
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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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{
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switch (g_main->GetGameplayResult())
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{
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case GameplayResultWin:
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queue.Push(std::move(MakeMsg::CreateCreateIOWin(TargetIOWinManager, 12, 11, new CPlayMovie(CPlayMovie::MovieWinGame))));
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break;
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case GameplayResultLose:
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queue.Push(std::move(MakeMsg::CreateCreateIOWin(TargetIOWinManager, 12, 11, new CPlayMovie(CPlayMovie::MovieLoseGame))));
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break;
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default: break;
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}
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break;
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}
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default: break;
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}
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}
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}
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}
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