generated from sigonasr2/CPlusPlusProjectTemplate
Finalized the external splitting of files
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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@ -1,4 +1,7 @@
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#ifndef CUTSCENE_H
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#define CUTSCENE_H
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#include "pixelGameEngine.h"
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#include "flags.h"
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#define CAMERA_MOVESPD 5
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#define BATTLE_CAMERA_MOVESPD 2.5
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@ -323,4 +326,5 @@ class Cutscene{
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bool GetEndingCutsceneVal() {
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return storedVal;
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}
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};
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};
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#endif
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2
flags.h
2
flags.h
@ -1,5 +1,7 @@
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#ifndef FLAGS_H
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#define FLAGS_H
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#include "pixelGameEngine.h"
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using namespace olc;
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enum class Flag:int{
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NONE,
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TEST_FLAG1,
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8
layers.h
8
layers.h
@ -1,9 +1,10 @@
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#ifndef LAYER_H
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#define LAYER_H
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namespace layer{
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enum layer{
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INTERFACE, //Interface items should be on this layer. On top of everything.
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COLLISION, //Collision checking layer. This layer is
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COLLISION, //Collision checking layer. This layer is
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HIGH,
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DYNAMIC,
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GROUND,
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@ -11,4 +12,5 @@ namespace layer{
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OBJECT, //The object layer doesn't actually exist, it's used to tell the editor we are adding an object instead.
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ENCOUNTER, //The encounter layer doesn't actually exist, it's used to tell the editor we are adding encounters instead.
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};
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}
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}
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#endif
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13
main.cpp
13
main.cpp
@ -31,19 +31,6 @@ enum{
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SIGMA=Σ,
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};
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namespace layer{
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enum layer{
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INTERFACE, //Interface items should be on this layer. On top of everything.
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COLLISION, //Collision checking layer. This layer is
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HIGH,
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DYNAMIC,
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GROUND,
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BACKGROUND,
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OBJECT, //The object layer doesn't actually exist, it's used to tell the editor we are adding an object instead.
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ENCOUNTER, //The encounter layer doesn't actually exist, it's used to tell the editor we are adding encounters instead.
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};
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}
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enum class BattleMoveName{
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TESTMOVE1,
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TESTMOVE2,
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65
object.cpp
65
object.cpp
@ -1,42 +1,35 @@
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#include "object.h"
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#include "layers.h"
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#include "defines.h"
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extern std::vector<Object*> OBJECTS;
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bool Object::Collision(vd2d pos){
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GAME->SetDrawTarget(layer::COLLISION);
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Pixel collisionData = GAME->GetDrawTarget()->GetPixel((int)pos.x-cameraPos.x,(int)pos.y-cameraPos.y);
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return collisionData!=MAGENTA;
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}
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void Object::Move(vd2d move) {
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if (move.y==0) {
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pos+=move;
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return;
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} else {
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if (move.y<0) {
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while (objArrElement>0&&OBJECTS[objArrElement-1]->pos.y+OBJECTS[objArrElement-1]->originPoint.y>pos.y+originPoint.y+move.y) {
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//printf("%p(%s)<->%p(%s)\n",OBJECTS[objArrElement],OBJECTS[objArrElement]->name.c_str(),OBJECTS[objArrElement-1],OBJECTS[objArrElement-1]->name.c_str());
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OBJECTS[objArrElement]=OBJECTS[objArrElement-1];
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//printf(" %p(%s)<->%p(%s)\n",OBJECTS[objArrElement],OBJECTS[objArrElement]->name.c_str(),OBJECTS[objArrElement-1],OBJECTS[objArrElement-1]->name.c_str());
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OBJECTS[objArrElement-1]=this;
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//printf(" %p(%s)<->%p(%s)\n",OBJECTS[objArrElement],OBJECTS[objArrElement]->name.c_str(),OBJECTS[objArrElement-1],OBJECTS[objArrElement-1]->name.c_str());
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OBJECTS[objArrElement]->objArrElement=objArrElement;
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//printf(" %p(%s)(%d)<->%p(%s)(%d)\n",OBJECTS[objArrElement],OBJECTS[objArrElement]->name.c_str(),OBJECTS[objArrElement]->objArrElement,OBJECTS[objArrElement-1],OBJECTS[objArrElement-1]->name.c_str(),objArrElement-1);
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objArrElement--;
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}
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} else {
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while (objArrElement<OBJECTS.size()-1&&OBJECTS[objArrElement+1]->pos.y+OBJECTS[objArrElement+1]->originPoint.y<pos.y+originPoint.y+move.y) {
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//printf("%p(%s)<->%p(%s)\n",OBJECTS[objArrElement],OBJECTS[objArrElement]->name.c_str(),OBJECTS[objArrElement+1],OBJECTS[objArrElement+1]->name.c_str());
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OBJECTS[objArrElement]=OBJECTS[objArrElement+1];
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//printf(" %p(%s)<->%p(%s)\n",OBJECTS[objArrElement],OBJECTS[objArrElement]->name.c_str(),OBJECTS[objArrElement+1],OBJECTS[objArrElement+1]->name.c_str());
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OBJECTS[objArrElement+1]=this;
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//printf(" %p(%s)<->%p(%s)\n",OBJECTS[objArrElement],OBJECTS[objArrElement]->name.c_str(),OBJECTS[objArrElement+1],OBJECTS[objArrElement+1]->name.c_str());
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OBJECTS[objArrElement]->objArrElement=objArrElement;
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//printf(" %p(%s)(%d)<->%p(%s)(%d)\n",OBJECTS[objArrElement],OBJECTS[objArrElement]->name.c_str(),OBJECTS[objArrElement]->objArrElement,OBJECTS[objArrElement+1],OBJECTS[objArrElement+1]->name.c_str(),objArrElement+1);
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objArrElement++;
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}
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}
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pos+=move;
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}
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if (move.y==0) {
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pos+=move;
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return;
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} else {
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if (move.y<0) {
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while (objArrElement>0&&OBJECTS[objArrElement-1]->pos.y+OBJECTS[objArrElement-1]->originPoint.y>pos.y+originPoint.y+move.y) {
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//printf("%p(%s)<->%p(%s)\n",OBJECTS[objArrElement],OBJECTS[objArrElement]->name.c_str(),OBJECTS[objArrElement-1],OBJECTS[objArrElement-1]->name.c_str());
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OBJECTS[objArrElement]=OBJECTS[objArrElement-1];
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//printf(" %p(%s)<->%p(%s)\n",OBJECTS[objArrElement],OBJECTS[objArrElement]->name.c_str(),OBJECTS[objArrElement-1],OBJECTS[objArrElement-1]->name.c_str());
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OBJECTS[objArrElement-1]=this;
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//printf(" %p(%s)<->%p(%s)\n",OBJECTS[objArrElement],OBJECTS[objArrElement]->name.c_str(),OBJECTS[objArrElement-1],OBJECTS[objArrElement-1]->name.c_str());
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OBJECTS[objArrElement]->objArrElement=objArrElement;
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//printf(" %p(%s)(%d)<->%p(%s)(%d)\n",OBJECTS[objArrElement],OBJECTS[objArrElement]->name.c_str(),OBJECTS[objArrElement]->objArrElement,OBJECTS[objArrElement-1],OBJECTS[objArrElement-1]->name.c_str(),objArrElement-1);
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objArrElement--;
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}
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} else {
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while (objArrElement<OBJECTS.size()-1&&OBJECTS[objArrElement+1]->pos.y+OBJECTS[objArrElement+1]->originPoint.y<pos.y+originPoint.y+move.y) {
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//printf("%p(%s)<->%p(%s)\n",OBJECTS[objArrElement],OBJECTS[objArrElement]->name.c_str(),OBJECTS[objArrElement+1],OBJECTS[objArrElement+1]->name.c_str());
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OBJECTS[objArrElement]=OBJECTS[objArrElement+1];
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//printf(" %p(%s)<->%p(%s)\n",OBJECTS[objArrElement],OBJECTS[objArrElement]->name.c_str(),OBJECTS[objArrElement+1],OBJECTS[objArrElement+1]->name.c_str());
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OBJECTS[objArrElement+1]=this;
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//printf(" %p(%s)<->%p(%s)\n",OBJECTS[objArrElement],OBJECTS[objArrElement]->name.c_str(),OBJECTS[objArrElement+1],OBJECTS[objArrElement+1]->name.c_str());
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OBJECTS[objArrElement]->objArrElement=objArrElement;
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//printf(" %p(%s)(%d)<->%p(%s)(%d)\n",OBJECTS[objArrElement],OBJECTS[objArrElement]->name.c_str(),OBJECTS[objArrElement]->objArrElement,OBJECTS[objArrElement+1],OBJECTS[objArrElement+1]->name.c_str(),objArrElement+1);
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objArrElement++;
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}
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}
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pos+=move;
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}
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}
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8
object.h
8
object.h
@ -3,6 +3,8 @@
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#include "pixelGameEngine.h"
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#include "flags.h"
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#include "animation.h"
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#include "defines.h"
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#include "layers.h"
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using namespace olc;
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class Object{
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@ -28,7 +30,11 @@ class Object{
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int blinkFrames=0; //Frame count of how much time is left for the image to be blinking. Used when enemies take damage.
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//animationSpd is how long to wait before switching frames.
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bool highlighted=false; //Whether or not this object has been declared as highlighted by a target range selector.
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bool Collision(vd2d pos);
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bool Collision(vd2d pos) {
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GAME->SetDrawTarget(layer::COLLISION);
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Pixel collisionData = GAME->GetDrawTarget()->GetPixel((int)pos.x-cameraPos.x,(int)pos.y-cameraPos.y);
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return collisionData!=MAGENTA;
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}
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//A grid version of the constructor. used ONLY for battle setups.
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Object(int id,std::string name,int gridx,int gridy,Animation*spr,vd2d scale={1,1},Pixel color=WHITE,int animationSpd=1,bool temp=false)
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:Object(id,name,{gridx*32-(spr->width*0.5)*(scale.x-1),gridy*32-(spr->spr->sprite->height-4)*(scale.y-1)},spr,scale,color,animationSpd,temp) {}
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@ -1,3 +1,5 @@
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#ifndef REFERENCES_H
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#define REFERENCES_H
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enum Reference{
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PLAYER,
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NESS,
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@ -164,4 +166,5 @@ namespace cutscene{
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enum{
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TEST_CUTSCENE
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};
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}
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}
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#endif
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5
states.h
5
states.h
@ -1,3 +1,5 @@
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#ifndef STATES_H
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#define STATES_H
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namespace GameState{
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enum{
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EDITOR,
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@ -20,4 +22,5 @@ namespace BattleState{
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TARGET_SELECT,
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MOVE_SELECT,
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};
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}
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}
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#endif
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