Danbias/Code/Game/GameClient/GameClientState/GameState.h

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#ifndef DANBIAS_CLIENT_GAMESTATE_H
#define DANBIAS_CLIENT_GAMESTATE_H
#include "GameClientState.h"
#include "OysterMath.h"
#include <string>
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#include "GameStateUI.h"
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#include "C_obj\C_Player.h"
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namespace DanBias { namespace Client
{
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class GameState : public GameClientState//, Input::Mouse::MouseEvent
{
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public:
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enum gameStateState
{
gameStateState_loading,
gameStateState_playing,
gameStateState_end,
};
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GameState(void);
~GameState(void);
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bool Init( SharedStateContent &shared );
GameClientState::ClientState Update( float deltaTime ) override;
void InitiatePlayer( int id, const std::string &modelName, const float position[3], const float rotation[4], const float scale[3], bool isMyPlayer );
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void ReadKeyInput();
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bool Render()override;
bool Release()override;
void ChangeState( ClientState next );
const NetEvent & DataRecieved( const NetEvent &message );
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private:
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struct MyData;
::Utility::DynamicMemory::UniquePointer<MyData> privData;
GameStateUI *currGameUI, *gameUI, *respawnUI, *statsUI;
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// DEGUG KEYS
bool key_Reload_Shaders;
bool key_Wireframe_Toggle;
bool renderWhireframe;
bool key_showStats;
bool renderStats;
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// !DEGUG KEYS
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//:HACK!
//void OnMouseMoveVelocity ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender ) override;
//void SetUp( DanBias::Client::C_Player* p);
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};
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} }
#endif