mirror of https://github.com/PrimeDecomp/prime.git
Quick reformat
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292dfa1eea
commit
85aad63173
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@ -7,8 +7,7 @@
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static FourCC mCurrentLanguage = 'ENGL';
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CStringTable::CStringTable(CInputStream& in)
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: x0_stringCount(0), x4_data(NULL) {
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CStringTable::CStringTable(CInputStream& in) : x0_stringCount(0), x4_data(NULL) {
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in.ReadLong();
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in.ReadLong();
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size_t langCount = in.Get< size_t >();
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@ -82,8 +82,7 @@ void CMain::ResetGameState() {
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gpGameState->SystemOptions() = persistentOptions;
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gpGameState->GameOptions() = gameOptions;
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gpGameState->GameOptions().EnsureOptions();
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gpGameState->PlayerState()->SetIsFusionEnabled(
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gpGameState->SystemOptions().GetHasFusion());
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gpGameState->PlayerState()->SetIsFusionEnabled(gpGameState->SystemOptions().GetHasFusion());
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}
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// 800044A4
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@ -92,8 +91,7 @@ void CMain::StreamNewGameState(CInputStream& in, int saveIdx) {
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x128_gameGlobalObjects->SetGameState(nullptr);
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x128_gameGlobalObjects->SetGameState(new CGameState(in, saveIdx));
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gpGameState->SystemOptions().SetHasFusion(hasFusion);
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gpGameState->PlayerState()->SetIsFusionEnabled(
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gpGameState->SystemOptions().GetHasFusion());
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gpGameState->PlayerState()->SetIsFusionEnabled(gpGameState->SystemOptions().GetHasFusion());
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gpGameState->HintOptions().SetHintNextTime();
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}
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@ -106,8 +104,7 @@ void CMain::RefreshGameState() {
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CGameOptions gameOptions = gpGameState->GameOptions();
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x128_gameGlobalObjects->SetGameState(nullptr);
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{
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CMemoryInStream stream(backupBuf.data(), backupBuf.size(),
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CMemoryInStream::Owned);
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CMemoryInStream stream(backupBuf.data(), backupBuf.size(), CMemoryInStream::Owned);
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x128_gameGlobalObjects->SetGameState(new CGameState(stream, saveIdx));
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}
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// gpGameState = x128_gameGlobalObjects->x134_gameState.get();
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@ -115,8 +112,7 @@ void CMain::RefreshGameState() {
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gpGameState->GameOptions() = gameOptions;
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gpGameState->GameOptions().EnsureOptions();
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gpGameState->CardSerial() = cardSerial;
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gpGameState->PlayerState()->SetIsFusionEnabled(
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gpGameState->SystemOptions().GetHasFusion());
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gpGameState->PlayerState()->SetIsFusionEnabled(gpGameState->SystemOptions().GetHasFusion());
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}
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// 8000487C
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@ -135,10 +131,7 @@ void CMain::AddWorldPaks() {
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rstl::rmemory_allocator allocator;
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rstl::string basePath = gpTweakGame->GetWorldPrefix();
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for (int i = 0; i < 9; ++i) {
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rstl::string pak =
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basePath +
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(i == 0 ? rstl::string_l("")
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: rstl::string(CBasics::Stringize("%d", i), -1, allocator));
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rstl::string pak = basePath + (i == 0 ? rstl::string_l("") : rstl::string(CBasics::Stringize("%d", i), -1, allocator));
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if (CDvdFile::FileExists((pak + rstl::string_l(".pak")).data())) {
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gpResourceFactory->GetResLoader().AddPakFileAsync(pak, false, true);
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}
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@ -174,8 +167,7 @@ int CMain::RsMain(int argc, char** argv) {
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CStopwatch timer;
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LCEnable();
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rstl::single_ptr< CGameGlobalObjects > gameGlobalObjects(
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new CGameGlobalObjects(x0_osContext, x6d_memorySys));
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rstl::single_ptr< CGameGlobalObjects > gameGlobalObjects(new CGameGlobalObjects(x0_osContext, x6d_memorySys));
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x128_gameGlobalObjects = gameGlobalObjects.get();
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for (int i = 0; i < 4; ++i) {
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@ -203,8 +195,7 @@ int CMain::RsMain(int argc, char** argv) {
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FillInAssetIDs();
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rstl::single_ptr< CGameArchitectureSupport > archSupport(
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new CGameArchitectureSupport(x0_osContext));
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rstl::single_ptr< CGameArchitectureSupport > archSupport(new CGameArchitectureSupport(x0_osContext));
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x164_ = archSupport.get();
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archSupport->PreloadAudio();
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@ -222,8 +213,7 @@ int CMain::RsMain(int argc, char** argv) {
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while (!x160_24_finished) {
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archSupport->GetStopwatch2().Reset();
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gpResourceFactory->GetResLoader().AsyncIdlePakLoading();
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if (gpMemoryCard == nullptr &&
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gpResourceFactory->GetResLoader().AreAllPaksLoaded()) {
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if (gpMemoryCard == nullptr && gpResourceFactory->GetResLoader().AreAllPaksLoaded()) {
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MemoryCardInitializePump();
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}
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CARAMManager::CollectGarbage();
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@ -291,8 +281,7 @@ int CMain::RsMain(int argc, char** argv) {
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sub_8036ccfc();
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archSupport = nullptr;
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CGameArchitectureSupport* tmp =
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new CGameArchitectureSupport(x0_osContext);
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CGameArchitectureSupport* tmp = new CGameArchitectureSupport(x0_osContext);
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archSupport = tmp;
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x164_ = archSupport.get();
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tmp->PreloadAudio();
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