📄 mapchange.h
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// MapChange.h: interface for the CMapChange class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_MAPCHANGE_H__3C1A28F1_57AF_47AE_89FD_E161A529189F__INCLUDED_)
#define AFX_MAPCHANGE_H__3C1A28F1_57AF_47AE_89FD_E161A529189F__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "GameState.h"
#include "cImageSelf.h"
#define MAPCHANGE USINGTON(CMapChange)
class CLoadingDlg;
class CMapChange : public CGameState
{
MAPTYPE m_MapNum;
HANDLE hThread;
BOOL m_bThreadTerminated;
BOOL m_bMapLoadComplete;
BOOL m_bFirst;
CLoadingDlg* m_pDlg;
int m_GameInInitKind;
cImageSelf m_LoadingImage;
public:
// //MAKESINGLETON(CMapChange);
CMapChange();
virtual ~CMapChange();
BOOL Init(void* pInitParam);
void Release(CGameState* pNextGameState);
void Process();
void BeforeRender();
void AfterRender();
void NetworkMsgParse(BYTE Category,BYTE Protocol,void* pMsg);
// custom func
void EnterGame();
void SetGameInInitKind(int kind) { m_GameInInitKind = kind; }
};
EXTERNGLOBALTON(CMapChange)
#endif // !defined(AFX_MAPCHANGE_H__3C1A28F1_57AF_47AE_89FD_E161A529189F__INCLUDED_)
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