#include "CMFGame.hpp" #include "CArchitectureQueue.hpp" #include "GameGlobalObjects.hpp" #include "CGameState.hpp" namespace Retro { namespace MP1 { CIOWin::EMessageReturn CMFGameLoader::OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue) { switch (msg.GetType()) { case EArchMsgType::TimerTick: { const CArchMsgParmReal32& tick = MakeMsg::GetParmTimerTick(msg); g_GameState->WorldTransitionManager(); } default: break; } return EMessageReturn::Exit; } void CMFGameLoader::Draw() const { g_GameState->WorldTransitionManager().Draw(); } } }