mirror of
https://github.com/AxioDL/metaforce.git
synced 2025-12-09 00:27:42 +00:00
Major scoped-enum refactor
This commit is contained in:
@@ -16,15 +16,15 @@ void CMainFlow::AdvanceGameState(CArchitectureQueue& queue)
|
||||
{
|
||||
switch (x14_gameState)
|
||||
{
|
||||
case ClientFlowFrontEnd:
|
||||
CMainFlow::SetGameState(ClientFlowGameLoad, queue);
|
||||
case EClientFlowStates::FrontEnd:
|
||||
CMainFlow::SetGameState(EClientFlowStates::GameLoad, queue);
|
||||
break;
|
||||
case ClientFlowUnspecified:
|
||||
case ClientFlowGameLoad:
|
||||
CMainFlow::SetGameState(ClientFlowMoviePlay, queue);
|
||||
case EClientFlowStates::Unspecified:
|
||||
case EClientFlowStates::GameLoad:
|
||||
CMainFlow::SetGameState(EClientFlowStates::MoviePlay, queue);
|
||||
break;
|
||||
case ClientFlowMoviePlay:
|
||||
CMainFlow::SetGameState(ClientFlowFrontEnd, queue);
|
||||
case EClientFlowStates::MoviePlay:
|
||||
CMainFlow::SetGameState(EClientFlowStates::FrontEnd, queue);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -33,11 +33,11 @@ void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case ClientFlowFrontEnd:
|
||||
case EClientFlowStates::FrontEnd:
|
||||
{
|
||||
if (g_main->GetGameplayResult() == GameplayResultNone)
|
||||
if (g_main->GetGameplayResult() == EGameplayResult::None)
|
||||
{
|
||||
g_main->SetGameplayResult(GameplayResultPlaying);
|
||||
g_main->SetGameplayResult(EGameplayResult::Playing);
|
||||
break;
|
||||
}
|
||||
CResLoader& loader = g_ResFactory->GetLoader();
|
||||
@@ -45,23 +45,23 @@ void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
|
||||
loader.AsyncIdlePakLoading();
|
||||
g_main->LoadAudio();
|
||||
g_main->RegisterResourceTweaks();
|
||||
queue.Push(std::move(MakeMsg::CreateCreateIOWin(TargetIOWinManager, 12, 11, new CFrontEndUI(queue))));
|
||||
queue.Push(std::move(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11, new CFrontEndUI(queue))));
|
||||
break;
|
||||
}
|
||||
case ClientFlowGameLoad:
|
||||
case EClientFlowStates::GameLoad:
|
||||
{
|
||||
queue.Push(std::move(MakeMsg::CreateCreateIOWin(TargetIOWinManager, 10, 1000, new CMFGameLoader())));
|
||||
queue.Push(std::move(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 10, 1000, new CMFGameLoader())));
|
||||
break;
|
||||
}
|
||||
case ClientFlowMoviePlay:
|
||||
case EClientFlowStates::MoviePlay:
|
||||
{
|
||||
switch (g_main->GetGameplayResult())
|
||||
{
|
||||
case GameplayResultWin:
|
||||
queue.Push(std::move(MakeMsg::CreateCreateIOWin(TargetIOWinManager, 12, 11, new CPlayMovie(CPlayMovie::MovieWinGame))));
|
||||
case EGameplayResult::Win:
|
||||
queue.Push(std::move(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11, new CPlayMovie(CPlayMovie::EWhichMovie::WinGame))));
|
||||
break;
|
||||
case GameplayResultLose:
|
||||
queue.Push(std::move(MakeMsg::CreateCreateIOWin(TargetIOWinManager, 12, 11, new CPlayMovie(CPlayMovie::MovieLoseGame))));
|
||||
case EGameplayResult::Lose:
|
||||
queue.Push(std::move(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11, new CPlayMovie(CPlayMovie::EWhichMovie::LoseGame))));
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user