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https://github.com/OpenRCT2/OpenRCT2
synced 2026-01-25 07:44:38 +01:00
Pass game state ref as parameter to game actions (#25065)
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@@ -110,7 +110,7 @@ using namespace OpenRCT2;
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void GameResetSpeed()
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{
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auto setSpeedAction = GameActions::GameSetSpeedAction(1);
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GameActions::Execute(&setSpeedAction);
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GameActions::Execute(&setSpeedAction, getGameState());
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}
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void GameIncreaseGameSpeed()
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@@ -120,7 +120,7 @@ void GameIncreaseGameSpeed()
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newSpeed = 8;
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auto setSpeedAction = GameActions::GameSetSpeedAction(newSpeed);
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GameActions::Execute(&setSpeedAction);
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GameActions::Execute(&setSpeedAction, getGameState());
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}
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void GameReduceGameSpeed()
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@@ -130,7 +130,7 @@ void GameReduceGameSpeed()
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newSpeed = 4;
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auto setSpeedAction = GameActions::GameSetSpeedAction(newSpeed);
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GameActions::Execute(&setSpeedAction);
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GameActions::Execute(&setSpeedAction, getGameState());
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}
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/**
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@@ -679,12 +679,14 @@ static void NewGameWindowCallback(const utf8* path)
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*/
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void GameLoadOrQuitNoSavePrompt()
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{
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auto& gameState = getGameState();
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switch (gSavePromptMode)
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{
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case PromptMode::saveBeforeLoad:
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{
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auto loadOrQuitAction = GameActions::LoadOrQuitAction(GameActions::LoadOrQuitModes::CloseSavePrompt);
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GameActions::Execute(&loadOrQuitAction);
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GameActions::Execute(&loadOrQuitAction, gameState);
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ToolCancel();
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if (gLegacyScene == LegacyScene::scenarioEditor)
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{
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@@ -703,7 +705,7 @@ void GameLoadOrQuitNoSavePrompt()
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case PromptMode::saveBeforeQuit:
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{
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auto loadOrQuitAction = GameActions::LoadOrQuitAction(GameActions::LoadOrQuitModes::CloseSavePrompt);
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GameActions::Execute(&loadOrQuitAction);
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GameActions::Execute(&loadOrQuitAction, gameState);
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ToolCancel();
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if (gInputFlags.has(InputFlag::unk5))
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{
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@@ -724,7 +726,7 @@ void GameLoadOrQuitNoSavePrompt()
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case PromptMode::saveBeforeNewGame:
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{
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auto loadOrQuitAction = GameActions::LoadOrQuitAction(GameActions::LoadOrQuitModes::CloseSavePrompt);
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GameActions::Execute(&loadOrQuitAction);
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GameActions::Execute(&loadOrQuitAction, gameState);
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ToolCancel();
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auto intent = Intent(WindowClass::ScenarioSelect);
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intent.PutExtra(INTENT_EXTRA_CALLBACK, reinterpret_cast<CloseCallback>(NewGameWindowCallback));
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