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authorJack <66967891+ASpoonPlaysGames@users.noreply.github.com>2023-12-20 13:24:07 +0000
committerGitHub <noreply@github.com>2023-12-20 14:24:07 +0100
commit0438b5c8cfa99ac01c7e142d959aa40f88f1cc70 (patch)
treebbfdded20f8686cf188dba148db4b6c1b1211872 /NorthstarDLL/engine/hoststate.h
parent210dab2b0e5c686829bafdc857d2910f6b216b85 (diff)
downloadNorthstarLauncher-0438b5c8cfa99ac01c7e142d959aa40f88f1cc70.tar.gz
NorthstarLauncher-0438b5c8cfa99ac01c7e142d959aa40f88f1cc70.zip
Cherry pick "remove unnecessary namespaces" from primedev (#618)v1.21.2-rc2
Cherry-picks the removal of unnecessary namespaces from `primedev` https://github.com/F1F7Y/NorthstarPrime/ Co-authored-by: F1F7Y <filip.bartos07@proton.me>
Diffstat (limited to 'NorthstarDLL/engine/hoststate.h')
-rw-r--r--NorthstarDLL/engine/hoststate.h70
1 files changed, 33 insertions, 37 deletions
diff --git a/NorthstarDLL/engine/hoststate.h b/NorthstarDLL/engine/hoststate.h
index a77385ef..0536e91c 100644
--- a/NorthstarDLL/engine/hoststate.h
+++ b/NorthstarDLL/engine/hoststate.h
@@ -1,45 +1,41 @@
#pragma once
-// use the R2 namespace for game funxcs
-namespace R2
+enum class HostState_t
{
- enum class HostState_t
- {
- HS_NEW_GAME = 0,
- HS_LOAD_GAME,
- HS_CHANGE_LEVEL_SP,
- HS_CHANGE_LEVEL_MP,
- HS_RUN,
- HS_GAME_SHUTDOWN,
- HS_SHUTDOWN,
- HS_RESTART,
- };
+ HS_NEW_GAME = 0,
+ HS_LOAD_GAME,
+ HS_CHANGE_LEVEL_SP,
+ HS_CHANGE_LEVEL_MP,
+ HS_RUN,
+ HS_GAME_SHUTDOWN,
+ HS_SHUTDOWN,
+ HS_RESTART,
+};
- struct CHostState
- {
- public:
- HostState_t m_iCurrentState;
- HostState_t m_iNextState;
+struct CHostState
+{
+ public:
+ HostState_t m_iCurrentState;
+ HostState_t m_iNextState;
- float m_vecLocation[3];
- float m_angLocation[3];
+ float m_vecLocation[3];
+ float m_angLocation[3];
- char m_levelName[32];
- char m_mapGroupName[32];
- char m_landmarkName[32];
- char m_saveName[32];
- float m_flShortFrameTime; // run a few one-tick frames to avoid large timesteps while loading assets
+ char m_levelName[32];
+ char m_mapGroupName[32];
+ char m_landmarkName[32];
+ char m_saveName[32];
+ float m_flShortFrameTime; // run a few one-tick frames to avoid large timesteps while loading assets
- bool m_activeGame;
- bool m_bRememberLocation;
- bool m_bBackgroundLevel;
- bool m_bWaitingForConnection;
- bool m_bLetToolsOverrideLoadGameEnts; // During a load game, this tells Foundry to override ents that are selected in Hammer.
- bool m_bSplitScreenConnect;
- bool m_bGameHasShutDownAndFlushedMemory; // This is false once we load a map into memory, and set to true once the map is unloaded
- // and all memory flushed
- bool m_bWorkshopMapDownloadPending;
- };
+ bool m_activeGame;
+ bool m_bRememberLocation;
+ bool m_bBackgroundLevel;
+ bool m_bWaitingForConnection;
+ bool m_bLetToolsOverrideLoadGameEnts; // During a load game, this tells Foundry to override ents that are selected in Hammer.
+ bool m_bSplitScreenConnect;
+ bool m_bGameHasShutDownAndFlushedMemory; // This is false once we load a map into memory, and set to true once the map is unloaded
+ // and all memory flushed
+ bool m_bWorkshopMapDownloadPending;
+};
- extern CHostState* g_pHostState;
-} // namespace R2
+extern CHostState* g_pHostState;