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HDB: Unstub TODOs
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@ -142,15 +142,6 @@ bool HDBGame::init() {
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return true;
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}
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/*
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Changes the current GameState to the next one.
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Game State Transitions are deterministic: each state can
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only a particular state. The next state is held in gameState.
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TODO: All the functionality hasn't been implemented yet since
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their subsystems are incomplete. This section needs to be periodically
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updated as soon as the subsytems are improved.
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*/
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void HDBGame::changeGameState() {
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switch (_gameState) {
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@ -1745,10 +1745,7 @@ bool LuaScript::initScript(Common::SeekableReadStream *stream, const char *scrip
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lua_pushnumber(_state, 480 - 14);
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lua_setglobal(_state, "BOTTOM_Y");
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/*
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TODO: Load the sound names and entity
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spawn names into Lua once they are implemented.
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*/
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warning("STUB: Stick Sound Names into Lua");
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// Set the Entity Spawn Names in Lua
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int j = 0;
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@ -323,13 +323,7 @@ bool Map::load(Common::SeekableReadStream *stream) {
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_iconList[i].value2 = stream->readUint16LE();
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}
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/*
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TODO: Add the InfoList when it comes up
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*/
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/*
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TODO: Set the InMapName once its setup
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*/
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g_hdb->setInMapName(_name);
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_mapExplosions = (byte *)calloc(_width * _height, 1);
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_mapExpBarrels = (byte *)calloc(_width * _height, 1);
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