mirror of https://github.com/PrimeDecomp/prime.git
Minor fixes, rename CStateFlowSetter to CStateSetterFlow
Former-commit-id: 25294591f6
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@ -1,12 +0,0 @@
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#ifndef _CSTATEFLOWSETTER
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#define _CSTATEFLOWSETTER
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#include "MetroidPrime/CIOWin.hpp"
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class CStateFlowSetter : public CIOWin {
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public:
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CStateFlowSetter();
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EMessageReturn OnMessage(const CArchitectureMessage& message, CArchitectureQueue& queue);
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};
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#endif // _CSTATEFLOWSETTER
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@ -0,0 +1,12 @@
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#ifndef _CSTATESETTERFLOW
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#define _CSTATESETTERFLOW
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#include "MetroidPrime/CIOWin.hpp"
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class CStateSetterFlow : public CIOWin {
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public:
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CStateSetterFlow();
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EMessageReturn OnMessage(const CArchitectureMessage& message, CArchitectureQueue& queue);
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};
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#endif // _CSTATESETTERFLOW
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@ -8,7 +8,7 @@
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#include "MetroidPrime/CMFGameLoader.hpp"
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#include "MetroidPrime/CMFGameLoader.hpp"
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#include "MetroidPrime/CPlayMovie.hpp"
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#include "MetroidPrime/CPlayMovie.hpp"
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#include "MetroidPrime/CPreFrontEnd.hpp"
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#include "MetroidPrime/CPreFrontEnd.hpp"
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#include "MetroidPrime/CStateFlowSetter.hpp"
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#include "MetroidPrime/CStateSetterFlow.hpp"
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#include "MetroidPrime/Decode.hpp"
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#include "MetroidPrime/Decode.hpp"
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#include "MetroidPrime/CMain.hpp"
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#include "MetroidPrime/CMain.hpp"
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@ -63,7 +63,7 @@ void CMainFlow::AdvanceGameState(CArchitectureQueue& queue) {
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void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue) {
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void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue) {
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x14_gameState = state;
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x14_gameState = state;
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switch (state) {
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switch (x14_gameState) {
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case kCFS_GameExit: {
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case kCFS_GameExit: {
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switch (gpMain->GetRestartMode()) {
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switch (gpMain->GetRestartMode()) {
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case CMain::kRM_WinBad:
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case CMain::kRM_WinBad:
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@ -78,6 +78,7 @@ void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
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default:
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default:
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break;
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break;
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}
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}
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break;
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}
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}
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case kCFS_PreFrontEnd: {
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case kCFS_PreFrontEnd: {
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if (gpMain->GetRestartMode() == CMain::kRM_None) {
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if (gpMain->GetRestartMode() == CMain::kRM_None) {
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@ -88,22 +89,13 @@ void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
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break;
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break;
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}
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}
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case kCFS_FrontEnd:
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case kCFS_FrontEnd:
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CIOWin* ioWin = nullptr;
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if (gpMain->GetRestartMode() == CMain::kRM_None) {
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switch (gpMain->GetRestartMode()) {
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case CMain::kRM_StateSetter:
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ioWin = new CStateFlowSetter();
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break;
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case CMain::kRM_WinBad:
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case CMain::kRM_WinGood:
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case CMain::kRM_WinBest:
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case CMain::kRM_LoseGame:
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case CMain::kRM_Default:
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ioWin = new CFrontEndUI();
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default:
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break;
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break;
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}
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}
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queue.Push(MakeMsg::CreateCreateIOWin(kAMT_IOWinManager, 12, 11,
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queue.Push(MakeMsg::CreateCreateIOWin(kAMT_IOWinManager, 12, 11, ioWin));
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gpMain->GetRestartMode() == CMain::kRM_StateSetter
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? (CIOWin*)new CStateSetterFlow()
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: (CIOWin*)new CFrontEndUI()));
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break;
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break;
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case kCFS_Game:
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case kCFS_Game:
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gpGameState->GameOptions().EnsureOptions();
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gpGameState->GameOptions().EnsureOptions();
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