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HDB: Add _gameState check
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@ -99,6 +99,7 @@ bool HDBGame::init() {
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// Defaults the game into Action Mode
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setActionMode(1);
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start();
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_gameShutdown = false;
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_systemInit = true;
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@ -106,7 +107,8 @@ bool HDBGame::init() {
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}
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void HDBGame::start() {
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_gameState = GAME_TITLE;
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warning("REMOVE: _gameState initialized to GAME_PLAY");
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_gameState = GAME_PLAY;
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}
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/*
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@ -237,7 +239,7 @@ Common::Error HDBGame::run() {
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initGraphics(kScreenWidth, kScreenHeight, &_format);
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_console = new Console();
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#if 0
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Common::SeekableReadStream *titleStream = _fileMan->findFirstData("monkeylogoscreen", TYPE_PIC);
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if (titleStream == NULL) {
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debug("The TitleScreen MPC entry can't be found.");
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@ -255,6 +257,7 @@ Common::Error HDBGame::run() {
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Tile *tile = new Tile;
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tile->load(tileStream);
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#endif
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Common::SeekableReadStream *luaStream = _fileMan->findFirstData("MAP00_LUA", TYPE_BINARY);
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int32 luaLength = _fileMan->getLength("MAP00_LUA", TYPE_BINARY);
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@ -298,36 +301,38 @@ Common::Error HDBGame::run() {
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}
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}
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_drawMan->drawSky();
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if (_gameState == GAME_PLAY) {
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_drawMan->drawSky();
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debug(9, "STUB: HDBGame::run: Add check for pause flag");
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debug(9, "STUB: HDBGame::run: Add check for pause flag");
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_ai->moveEnts();
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_ai->processCallbackList();
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_ai->moveEnts();
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_ai->processCallbackList();
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_map->draw();
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_ai->processCines();
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//_window->drawDialog();
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_map->draw();
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_ai->processCines();
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//_window->drawDialog();
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AIEntity *e = _ai->getPlayer();
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AIEntity *e = _ai->getPlayer();
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if (e && e->level < 2)
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_ai->drawWayPoints();
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if (e && e->level < 2)
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_ai->drawWayPoints();
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_map->drawEnts();
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_map->drawGratings();
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_map->drawEnts();
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_map->drawGratings();
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if (e && e->level == 2)
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_ai->drawWayPoints();
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if (e && e->level == 2)
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_ai->drawWayPoints();
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_ai->drawLevel2Ents();
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_ai->drawLevel2Ents();
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_map->drawForegrounds();
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_ai->animateTargets();
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_map->drawForegrounds();
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_ai->animateTargets();
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_window->drawDialog();
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_window->drawInventory();
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_window->drawTextOut();
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_window->drawDialog();
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_window->drawInventory();
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_window->drawTextOut();
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}
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// Update Timer that's NOT used for in-game Timing
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_prevTimeSlice = _timeSlice;
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