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some small changes and deletions
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@ -21,6 +21,21 @@ class GameSystem : public NerveExecutor
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{
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public:
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GameSystem();
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void* mFIFOBase; // _8
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u32* _C; // GameSequenceDirector*
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u32* _10; // GameSystemDimmingWatcher*
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u32* _14; // GameSystemErrorWatcher*
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u32* _18; // GameSystemFontHolder*
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u32* _1C; // GameSystemFrameControl*
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u32* _20; // GameSystemObjHolder*
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u32* _24; // GameSystemSceneController*
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u32* _28; // GameSystemStationedArchiveLoader*
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u32* _2C; // HomeButtonLayout*
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u32* _30; // SystemWipeHolder*
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u32* _34; // HomeButtonStateNotifier*
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bool mIsLoadingSystemArchive; // _38
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};
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#endif // GAMESYSTEM_H
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18
include/System/Game/GameSystem/GameSystemErrorWatcher.h
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18
include/System/Game/GameSystem/GameSystemErrorWatcher.h
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@ -0,0 +1,18 @@
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#ifndef GAMESYSTEMERRORWATCHER_H
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#define GAMESYSTEMERRORWATCHER_H
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#include "Actor/Nerve/NerveExecutor.h"
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class GameSystemErrorWatcher : public NerveExecutor
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{
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public:
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GameSystemErrorWatcher();
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void initAfterResourceLoaded();
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void movement();
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void draw();
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bool isWarning() const;
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void setPermissionUpdateWiiRemoteStatus(bool);
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};
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#endif // GAMESYSTEMERROROWATCHER_H
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10
include/System/ScenarioDataParser.h
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10
include/System/ScenarioDataParser.h
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@ -0,0 +1,10 @@
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#ifndef SCENARIODATAPARSER_H
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#define SCENARIODATAPARSER_H
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class ScenarioData
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{
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public:
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ScenarioData(const char *);
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};
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#endif // SCENARIODATAPARSER_H
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@ -11,8 +11,7 @@ NameObj::NameObj(const char *pName)
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mFlags = temp;
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_A = temp2;
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NameObjRegister* pReg = SingletonHolder<NameObjRegister>::sInstance;
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pReg->add(this);
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SingletonHolder<NameObjRegister>::sInstance->add(this);
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}
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void NameObj::init(const JMapInfoIter &infoIter)
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@ -1,10 +1,15 @@
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#include "System/Game/GameSystem.h"
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#include "MR/ModelUtil.h"
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#include <revolution/os.h>
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void main()
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{
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OSInitFastCast();
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DVDInit();
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VIInit();
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// blah blah mutex
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// HeapMemoryWatcher::createRootHeap()
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OSInitMutex(&MR::MutexHolder<0>::sMutex);
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OSInitMutex(&MR::MutexHolder<1>::sMutex);
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OSInitMutex(&MR::MutexHolder<2>::sMutex);
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nw4r::lyt::LytInit();
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}
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