parent
af85a6efdc
commit
6becd58833
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@ -216,7 +216,6 @@
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<ClCompile Include="GameClientState\MainState.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="GameClientRecieverFunc.h" />
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<ClInclude Include="GameClientState\Camera_Basic.h" />
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<ClInclude Include="GameClientState\Camera.h" />
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<ClInclude Include="GameClientState\Camera_FPS.h" />
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@ -15,40 +15,39 @@
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#include "L_inputClass.h"
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#include "WinTimer.h"
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#include "vld.h"
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#include "GameClientRecieverFunc.h"
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#include "../Misc/EventHandler/EventHandler.h"
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using namespace ::Oyster::Event;
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using namespace Oyster::Network;
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using namespace ::Utility::DynamicMemory;
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void ClientEventFunction( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e );
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namespace DanBias
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{
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#pragma region Game Data
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class DanBiasGamePrivateData
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{
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public:
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DanBiasGamePrivateData() {}
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~DanBiasGamePrivateData() {}
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public:
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WindowShell* window;
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InputClass* inputObj;
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Utility::WinTimer timer;
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UniquePointer<Client::GameClientState> state;
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NetworkClient networkClient;
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bool serverOwner;
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float capFrame;
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DanBiasGamePrivateData()
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{
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this->capFrame = 0;
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}
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} data;
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#pragma endregion
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DanBiasGamePrivateData* DanBiasGame::m_data = new DanBiasGamePrivateData();
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float DanBiasGame::capFrame = 0;
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//--------------------------------------------------------------------------------------
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// Interface API functions
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//--------------------------------------------------------------------------------------
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@ -56,8 +55,8 @@ namespace DanBias
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{
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WindowShell::CreateConsoleWindow();
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//if(! m_data->window->CreateWin(WindowShell::WINDOW_INIT_DESC(L"Window", cPOINT(1600, 900), cPOINT())))
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if(! m_data->window->CreateWin(WindowShell::WINDOW_INIT_DESC()))
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//if(! data.window->CreateWin(WindowShell::WINDOW_INIT_DESC(L"Window", cPOINT(1600, 900), cPOINT())))
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if(! data.window->CreateWin(WindowShell::WINDOW_INIT_DESC()))
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return DanBiasClientReturn_Error;
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if( FAILED( InitDirect3D() ) )
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@ -66,37 +65,39 @@ namespace DanBias
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if( FAILED( InitInput() ) )
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return DanBiasClientReturn_Error;
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//m_data->serverOwner = false;
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data.serverOwner = false;
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// Start in lobby state
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m_data->state = new Client::MainState();
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data.networkClient.SetMessagePump( ClientEventFunction );
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if( !m_data->state->Init() )
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// Start in main menu state
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data.state = new Client::MainState();
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if( !data.state->Init( &data.networkClient ) )
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return DanBiasClientReturn_Error;
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m_data->timer.reset();
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data.timer.reset();
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return DanBiasClientReturn_Sucess;
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}
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DanBiasClientReturn DanBiasGame::Run()
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{
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// Main message loop
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while(m_data->window->Frame())
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while(data.window->Frame())
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{
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float dt = (float)m_data->timer.getElapsedSeconds();
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m_data->timer.reset();
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float dt = (float)data.timer.getElapsedSeconds();
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data.timer.reset();
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if(m_data->recieverObj->IsConnected())
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m_data->recieverObj->Update();
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if(data.networkClient.IsConnected())
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data.networkClient.Update();
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capFrame += dt;
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if(capFrame > 0.03)
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data.capFrame += dt;
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if(data.capFrame > 0.03)
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{
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if(Update(dt) != S_OK)
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return DanBiasClientReturn_Error;
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if(Render(dt) != S_OK)
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return DanBiasClientReturn_Error;
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capFrame = 0;
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data.capFrame = 0;
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}
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}
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//--------------------------------------------------------------------------------------
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HRESULT DanBiasGame::InitDirect3D()
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{
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if(Oyster::Graphics::API::Init(m_data->window->GetHWND(), false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
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if(Oyster::Graphics::API::Init(data.window->GetHWND(), false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
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return E_FAIL;
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Oyster::Graphics::API::Option p;
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p.modelPath = L"..\\Content\\Models\\";
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//-------------------------------------------------------------------------------------
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HRESULT DanBiasGame::InitInput()
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{
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m_data->inputObj = new InputClass;
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if(!m_data->inputObj->Initialize(m_data->window->GetHINSTANCE(), m_data->window->GetHWND(), m_data->window->GetHeight(), m_data->window->GetWidth()))
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data.inputObj = new InputClass;
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if(!data.inputObj->Initialize(data.window->GetHINSTANCE(), data.window->GetHWND(), data.window->GetHeight(), data.window->GetWidth()))
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{
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MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
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return E_FAIL;
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HRESULT DanBiasGame::Update(float deltaTime)
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{
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m_data->inputObj->Update();
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data.inputObj->Update();
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if(m_data->serverOwner)
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if(data.serverOwner)
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{
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DanBias::GameServerAPI::ServerUpdate();
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}
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DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
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state = m_data->recieverObj->gameClientState->Update(deltaTime, m_data->inputObj);
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state = data.state->Update( deltaTime, data.inputObj );
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if(state != Client::GameClientState::ClientState_Same)
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{
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bool stateVal = false;
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m_data->recieverObj->gameClientState->Release();
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delete m_data->recieverObj->gameClientState;
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m_data->recieverObj->gameClientState = NULL;
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data.state->Release();
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switch (state)
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{
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case Client::GameClientState::ClientState_LobbyCreated:
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m_data->serverOwner = true;
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data.serverOwner = true;
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stateVal = true;
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case Client::GameClientState::ClientState_Lobby:
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m_data->recieverObj->gameClientState = new Client::LobbyState();
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data.state = new Client::LobbyState();
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stateVal = true;
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break;
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case Client::GameClientState::ClientState_Game:
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if(stateVal)
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{
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m_data->recieverObj->gameClientState->Init(m_data->recieverObj); // send game client
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data.state->Init( &data.networkClient ); // send game client
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}
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else
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{
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HRESULT DanBiasGame::Render(float deltaTime)
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{
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m_data->recieverObj->gameClientState->Render();
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data.state->Render();
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return S_OK;
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}
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HRESULT DanBiasGame::CleanUp()
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{
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m_data->recieverObj->gameClientState->Release();
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delete m_data->recieverObj->gameClientState;
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m_data->recieverObj->Disconnect();
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delete m_data->recieverObj;
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delete m_data->inputObj;
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delete m_data;
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data.networkClient.Disconnect();
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delete data.inputObj;
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Oyster::Graphics::API::Clean();
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}
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} //End namespace DanBias
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void ClientEventFunction( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e )
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{
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if( DanBias::data.state )
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DanBias::data.state->DataRecieved( e );
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}
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virtual void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e );
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};
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} }
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namespace Utility { namespace DynamicMemory
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{ // template specializationto allowuse of dynamicmemory tools
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template<>
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inline void SafeDeleteInstance( ::DanBias::Client::GameClientState *dynamicInstance )
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{
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if( dynamicInstance )
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{
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dynamicInstance->Release();
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delete dynamicInstance;
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}
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}
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} }
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#endif
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#define NOMINMAX
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#include <Windows.h>
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namespace DanBias
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{
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extern "C"
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static HRESULT Update(float deltaTime);
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static HRESULT Render(float deltaTime);
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static HRESULT CleanUp();
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static float capFrame;
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private:
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static DanBiasGamePrivateData* m_data;
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};
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