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https://github.com/OpenRCT2/OpenRCT2
synced 2025-12-24 00:03:11 +01:00
Move TitleSequenceManager::Scan into preloader as well
Add strings for checking and loading title sequence
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@@ -3707,6 +3707,8 @@ STR_6632 :Checking object files...
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STR_6633 :Checking scenario files...
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STR_6634 :Checking track design files...
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STR_6635 :Checking asset packs...
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STR_6636 :Checking title sequences...
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STR_6637 :Loading title sequence...
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#############
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# Scenarios #
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@@ -518,8 +518,6 @@ namespace OpenRCT2
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ContextInit();
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TitleSequenceManager::Scan();
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if (!gOpenRCT2Headless)
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{
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auto* preloaderScene = GetPreloaderScene();
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@@ -570,7 +568,13 @@ namespace OpenRCT2
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preloaderScene->UpdateCaption(STR_CHECKING_SCENARIO_FILES);
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_scenarioRepository->Scan(currentLanguage);
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preloaderScene->UpdateCaption(STR_LOADING_GENERIC);
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preloaderScene->UpdateCaption(STR_CHECKING_TITLE_SEQUENCES);
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TitleSequenceManager::Scan();
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if (preloaderScene->GetCompletionScene() == GetTitleScene())
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preloaderScene->UpdateCaption(STR_LOADING_TITLE_SEQUENCE);
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else
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preloaderScene->UpdateCaption(STR_LOADING_GENERIC);
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}
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public:
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@@ -3860,6 +3860,8 @@ enum : uint16_t
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STR_CHECKING_SCENARIO_FILES = 6633,
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STR_CHECKING_TRACK_DESIGN_FILES = 6634,
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STR_CHECKING_ASSET_PACKS = 6635,
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STR_CHECKING_TITLE_SEQUENCES = 6636,
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STR_LOADING_TITLE_SEQUENCE = 6637,
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// Have to include resource strings (from scenarios and objects) for the time being now that language is partially working
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/* MAX_STR_COUNT = 32768 */ // MAX_STR_COUNT - upper limit for number of strings, not the current count strings
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@@ -38,6 +38,11 @@ void Scene::FinishScene()
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}
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}
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IScene* Scene::GetCompletionScene()
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{
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return _nextScene;
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}
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void Scene::SetCompletionScene(IScene* scene)
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{
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_nextScene = scene;
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@@ -27,6 +27,8 @@ namespace OpenRCT2
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virtual void Load() = 0;
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virtual void Tick() = 0;
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virtual void Stop() = 0;
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virtual IScene* GetCompletionScene() = 0;
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virtual void SetCompletionScene(IScene* scene) = 0;
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};
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@@ -38,6 +40,7 @@ namespace OpenRCT2
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GameState_t& GetGameState() override;
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IContext& GetContext() override;
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IScene* GetCompletionScene() override;
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void SetCompletionScene(IScene* scene) override;
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protected:
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