annotate Engine/MapsLongTimer.h @ 2541:a902abdfc7f2

1. Renamed class Game to class Engine. 2. Separated game logic as state of FSM from game logic as engine. 3. Found out that many UI screen initializers were optimized away, intially they all returned newly created window as separate object like it is done in CharacterUI_Initialize.
author a.parshin
date Sun, 10 May 2015 01:29:11 +0200
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1 #pragma once
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2
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3
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4 /* 169 */
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5 #pragma pack(push, 1)
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6 struct MapsLongTimer
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7 {
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8 __int64 NextStartTime; // timer will either fire event at this time (type 2, field_C == 0)
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9 __int16 timer_evt_ID;
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10 __int16 timer_evt_seq_num;
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11 __int16 time_left_to_fire;
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12 __int16 IntervalHalfMins; // or fire on these intervals (type 1)
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13 __int16 YearsInterval;
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14 __int16 MonthsInterval;
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15 __int16 WeeksInterval;
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16 __int16 HoursInterval;
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17 __int16 MinutesInterval;
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18 __int16 SecondsInterval;
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19 __int16 timer_evt_type;
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20 __int16 field_1E;
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21 };
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22 #pragma pack(pop)
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23 extern MapsLongTimer MapsLongTimersList[100]; //array_5B5928
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