Overhaul LanMenuState
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parent
6c667f32cd
commit
d60fd65805
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@ -9,11 +9,17 @@
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#include "GameState.h"
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#include "GameState.h"
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#include "../Network/NetworkAPI/NetworkClient.h"
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#include "../Network/NetworkAPI/NetworkClient.h"
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#include "EventHandler\EventHandler.h"
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#include "Buttons\ButtonRectangle.h"
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#include <GameServerAPI.h>
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#include <GameServerAPI.h>
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#include <string>
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using namespace ::DanBias::Client;
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using namespace ::DanBias::Client;
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using namespace ::Oyster;
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using namespace ::Oyster;
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using namespace ::Oyster::Network;
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using namespace ::Oyster::Network;
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using namespace ::Oyster::Event;
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using namespace ::Oyster::Math3D;
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struct LanMenuState::MyData
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struct LanMenuState::MyData
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{
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{
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@ -21,109 +27,68 @@ struct LanMenuState::MyData
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GameClientState::ClientState nextState;
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GameClientState::ClientState nextState;
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NetworkClient *nwClient;
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NetworkClient *nwClient;
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Graphics::API::Texture background;
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EventButtonCollection button;
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::std::wstring connectIP;
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unsigned short connectPort;
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} privData;
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} privData;
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void OnButtonInteract_Connect( Oyster::Event::ButtonEvent<GameClientState*>& e );
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LanMenuState::LanMenuState() {}
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LanMenuState::LanMenuState() {}
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LanMenuState::~LanMenuState() {}
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LanMenuState::~LanMenuState()
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{
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if( this->privData )
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this->Release();
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}
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bool LanMenuState::Init(Network::NetworkClient* nwClient)
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bool LanMenuState::Init(Network::NetworkClient* nwClient)
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{
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{
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privData = new MyData();
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this->privData = new MyData();
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this->privData->nextState = GameClientState::ClientState_Same;
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this->privData->nextState = GameClientState::ClientState_Same;
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this->privData->nwClient = nwClient;
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this->privData->nwClient = nwClient;
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this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
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// create buttons
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ButtonRectangle<GameClientState*> *button;
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button = new ButtonRectangle<GameClientState*>( L"earth_md.png", OnButtonInteract_Connect, this, 0.5f, 0.2f, 0.3f, 0.1f, true );
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this->privData->button.AddButton( button );
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// bind button collection to the singleton eventhandler
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EventHandler::Instance().AddCollection( &this->privData->button );
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this->privData->connectIP = L"127.0.0.1";
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this->privData->connectPort = 15151;
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return true;
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return true;
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}
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}
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GameClientState::ClientState LanMenuState::Update(float deltaTime, InputClass* KeyInput)
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GameClientState::ClientState LanMenuState::Update(float deltaTime, InputClass* KeyInput)
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{
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{
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/*ChangeState(KeyInput);
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MouseInput mouseState;
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if(privData->recieverObj->IsConnected())
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privData->recieverObj->Update();
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KeyInput->Update();
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if(privData->serverOwner)
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{
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{
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DanBias::GameServerAPI::ServerUpdate();
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mouseState.x = KeyInput->GetPitch();
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mouseState.y = KeyInput->GetYaw();
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mouseState.mouseButtonPressed = KeyInput->IsMousePressed();
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}
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}
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DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
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EventHandler::Instance().Update( mouseState );
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state = privData->recieverObj->gameClientState->Update(deltaTime, KeyInput);
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if(state != Client::GameClientState::ClientState_Same)
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{
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privData->recieverObj->gameClientState->Release();
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delete privData->recieverObj->gameClientState;
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privData->recieverObj->gameClientState = NULL;
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switch (state)
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{
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case Client::GameClientState::ClientState_LobbyCreated:
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privData->serverOwner = true;
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case Client::GameClientState::ClientState_Lobby:
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privData->recieverObj->gameClientState = new Client::LobbyState();
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break;
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case Client::GameClientState::ClientState_Game:
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privData->recieverObj->gameClientState = new Client::GameState();
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break;
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default:
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//return E_FAIL;
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break;
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}
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privData->recieverObj->gameClientState->Init(privData->recieverObj); // send game client
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}*/
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//return ChangeState(KeyInput);
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return this->privData->nextState;
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return this->privData->nextState;
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}
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}
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//GameClientState::ClientState LanMenuState::ChangeState(InputClass* KeyInput)
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//{
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// // create game
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// if( KeyInput->IsKeyPressed(DIK_C))
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// {
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// DanBias::GameServerAPI::ServerInitDesc desc;
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//
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// DanBias::GameServerAPI::ServerInitiate(desc);
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// DanBias::GameServerAPI::ServerStart();
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// // my ip
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// nwClient->Connect(15151, "127.0.0.1");
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//
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// if (!nwClient->IsConnected())
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// {
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// // failed to connect
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// return ClientState_Same;
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// }
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// return ClientState_Lobby;
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// }
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// // join game
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// if( KeyInput->IsKeyPressed(DIK_J))
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// {
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// // game ip
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// nwClient->Connect(15151, "194.47.150.56");
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//
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// if (!nwClient->IsConnected())
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// {
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// // failed to connect
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// return ClientState_Same;
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// }
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// return ClientState_Lobby;
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// }
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// return ClientState_Same;
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//}
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bool LanMenuState::Render( )
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bool LanMenuState::Render( )
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{
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{
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Graphics::API::NewFrame();
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Graphics::API::NewFrame();
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Graphics::API::StartGuiRender();
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Graphics::API::StartGuiRender();
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Graphics::API::RenderGuiElement( this->privData->background, Float2(0.5f), Float2(1.0f) );
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this->privData->button.Render();
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Graphics::API::EndFrame();
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Graphics::API::EndFrame();
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return true;
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return true;
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@ -131,12 +96,32 @@ bool LanMenuState::Render( )
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bool LanMenuState::Release()
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bool LanMenuState::Release()
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{
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{
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privData = NULL;
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privData = NULL;
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return true;
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return true;
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}
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}
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void LanMenuState::ChangeState( ClientState next )
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void LanMenuState::ChangeState( ClientState next )
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{
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{
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switch( next )
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{
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case GameClientState::ClientState_Lobby:
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// attempt to connect to lobby
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if( !this->privData->nwClient->Connect(this->privData->connectPort, this->privData->connectIP) )
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return;
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break;
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default: break;
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}
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this->privData->nextState = next;
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this->privData->nextState = next;
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}
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}
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void OnButtonInteract_Connect( Oyster::Event::ButtonEvent<GameClientState*>& e )
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{
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switch( e.state )
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{
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case ButtonState_Released:
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e.owner->ChangeState( GameClientState::ClientState_LobbyCreate );
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break;
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default: break;
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}
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}
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@ -17,8 +17,6 @@ namespace DanBias
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virtual bool Init(Oyster::Network::NetworkClient* nwClient);
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virtual bool Init(Oyster::Network::NetworkClient* nwClient);
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virtual ClientState Update(float deltaTime, InputClass* KeyInput);
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virtual ClientState Update(float deltaTime, InputClass* KeyInput);
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//ClientState ChangeState(InputClass* KeyInput);
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virtual bool Render();
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virtual bool Render();
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virtual bool Release();
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virtual bool Release();
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void ChangeState( ClientState next );
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void ChangeState( ClientState next );
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