📄 mapchange.cpp
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// MapChange.cpp: implementation of the CMapChange class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "MapChange.h"
#include "StateMng.h"
#include "MoveMng.h"
#include "Console.h"
#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
GLOBALTON(CMapChange)
CMapChange::CMapChange()
{
}
CMapChange::~CMapChange()
{
}
BOOL CMapChange::Init( int id, CStateMng* pMgr, CDummyNetwork* pNet, CDummyObjMng* pDOMgr )
{
CGameState::Init( id, pMgr, pNet, pDOMgr );
return TRUE;
}
void CMapChange::Open( void* pInitParam )
{
m_pNetwork->SetCurState( this );
// g_Console.Log( eLogDisplay, 4, "Dummy%d State : CMapChange", m_nID );
}
void CMapChange::Close()
{
}
void CMapChange::Exit()
{
}
void CMapChange::Process()
{
MOVEMNG->Reset();
m_pStateMng->ChangeState( eGAMESTATE_GAMEIN, NULL, 0 );
}
void CMapChange::NetworkMsgParse( BYTE Category, BYTE Protocol, void* pMsg )
{
CGameState::CommonNetworkMsgParse( Category, Protocol, pMsg );
}
void CMapChange::OnDisconnect()
{
m_pStateMng->ChangeState( eGAMESTATE_END, "CMapChange-OnDisconnect()", 0 );
}
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