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Rename GameStatus enum to better reflect the meaning
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commit
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2 changed files with 8 additions and 8 deletions
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@ -166,12 +166,12 @@ GameStatus ControlPhase(int numFrames)
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// Handle inventory / pause / load / save screens.
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// Handle inventory / pause / load / save screens.
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auto result = HandleMenuCalls(isTitle);
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auto result = HandleMenuCalls(isTitle);
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if (result != GameStatus::None)
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if (result != GameStatus::Normal)
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return result;
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return result;
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// Handle global input events.
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// Handle global input events.
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result = HandleGlobalInputEvents(isTitle);
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result = HandleGlobalInputEvents(isTitle);
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if (result != GameStatus::None)
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if (result != GameStatus::Normal)
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return result;
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return result;
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// Queued input actions are read again and cleared after UI
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// Queued input actions are read again and cleared after UI
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@ -266,7 +266,7 @@ GameStatus ControlPhase(int numFrames)
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auto time2 = std::chrono::high_resolution_clock::now();
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auto time2 = std::chrono::high_resolution_clock::now();
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ControlPhaseTime = (std::chrono::duration_cast<ns>(time2 - time1)).count() / 1000000;
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ControlPhaseTime = (std::chrono::duration_cast<ns>(time2 - time1)).count() / 1000000;
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return GameStatus::None;
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return GameStatus::Normal;
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}
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}
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unsigned CALLBACK GameMain(void *)
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unsigned CALLBACK GameMain(void *)
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@ -618,7 +618,7 @@ void HandleControls(bool isTitle)
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GameStatus HandleMenuCalls(bool isTitle)
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GameStatus HandleMenuCalls(bool isTitle)
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{
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{
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auto result = GameStatus::None;
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auto result = GameStatus::Normal;
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if (isTitle || ScreenFading)
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if (isTitle || ScreenFading)
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return result;
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return result;
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@ -657,7 +657,7 @@ GameStatus HandleMenuCalls(bool isTitle)
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result = GameStatus::LoadGame;
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result = GameStatus::LoadGame;
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}
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}
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if (result != GameStatus::None)
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if (result != GameStatus::Normal)
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{
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{
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StopAllSounds();
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StopAllSounds();
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StopRumble();
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StopRumble();
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@ -672,7 +672,7 @@ GameStatus HandleGlobalInputEvents(bool isTitle)
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constexpr auto DEATH_INPUT_TIMEOUT = 10 * FPS;
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constexpr auto DEATH_INPUT_TIMEOUT = 10 * FPS;
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if (isTitle)
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if (isTitle)
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return GameStatus::None;
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return GameStatus::Normal;
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// Check if player dead.
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// Check if player dead.
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if (Lara.Control.Count.Death > DEATH_NO_INPUT_TIMEOUT ||
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if (Lara.Control.Count.Death > DEATH_NO_INPUT_TIMEOUT ||
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@ -694,5 +694,5 @@ GameStatus HandleGlobalInputEvents(bool isTitle)
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return GameStatus::LoadGame;
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return GameStatus::LoadGame;
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}
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}
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return GameStatus::None;
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return GameStatus::Normal;
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}
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}
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@ -15,7 +15,7 @@ struct ROOM_INFO;
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enum class GameStatus
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enum class GameStatus
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{
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{
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None,
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Normal,
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NewGame,
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NewGame,
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LoadGame,
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LoadGame,
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SaveGame,
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SaveGame,
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