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Re: The Coolness that is True....
I hate you so muchOriginally posted by Superhappyfuncow View PostZOMG spam!!!

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Thanks to the others though
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Well nothing like getting told, on your birthday, you'll have a job offer packet sent to you the day after your birthday. So though that'll probably be the only present I get on my birthday, but that alone will allow me to get lots of things
. I think I might also pick up Guitar Hero 2. I'm sure I'll get some other stuff later, but for now money's kind of tight around my family.
So one more year till my insurance rates plummet.
Looks like in a few months I'll be sitting pretty with my new job as a computer consultant (officially Solution Developer). Having money will be nice.
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Re: The Coolness that is True....
//////////////////////////////////////////////////////////////////////////
// Name : pushState
//////////////////////////////////////////////////////////////////////////
void LIM::GAME::CGame:: pushState(ILENUM vStateID)
{
LIM::GAMESTATE::IGameState * NewState = 0;
switch(vStateID)
{
case (LIM::EGS_AUDIO): NewState = new LIM::GAMESTATE::CStateAudioOptions; break;
case (LIM::EGS_VIDEO): NewState = new LIM::GAMESTATE::CStateVideoOptions; break;
case (LIM::EGS_GARAGE): NewState = new LIM::GAMESTATE::CStateGarage; break;
case (LIM::EGS_INGAME): NewState = new LIM::GAMESTATE::CStateInGame; break;
case (LIM::EGS_CUTSCENE): NewState = new LIM::GAMESTATE::CCutScene; break;
case (LIM::EGS_OPTIONS): NewState = new LIM::GAMESTATE::CStateOptionsMenu; break;
case (LIM::EGS_LOADGAME): NewState = new LIM::GAMESTATE::CStateLoadGame; break;
case (LIM::EGS_MAINMENU): NewState = new LIM::GAMESTATE::CStateMainMenu; break;
case (LIM::EGS_TEAMLOGO): NewState = new LIM::GAMESTATE::CStateTeamLogo; break;
case (LIM::EGS_CONTROLS): NewState = new LIM::GAMESTATE::CStateControlsMenu; break;
case (LIM::EGS_OBJECTIVE): NewState = new LIM::GAMESTATE::CStateObjective; break;
case (LIM::EGS_CLASSLOGO): NewState = new LIM::GAMESTATE::CStateClassLogo; break;
case (LIM::EGS_LEVELSELECT): NewState = new LIM::GAMESTATE::CStateLevelSelect; break;
case (LIM::EGS_INGAMEOPTIONS): NewState = new LIM::GAMESTATE::CStateInGameOptions; break;
case (LIM::EGS_MISSIONOPTIONS): NewState = new LIM::GAMESTATE::CStateMissionOptions; break;
case (LIM::EGS_MISSIONOVER): NewState = new LIM::GAMESTATE::CStateMissionOver; break;
case (LIM::EGS_CONTROLSKEYBIND): NewState = new LIM::GAMESTATE::CStateControlsBindKeys; break;
//DEBUG -- Test States : Remove before final build
case (LIM::EGS_TESTGARAGE): NewState = new LIM::GAMESTATE::CTestStateGarage; break;
default: break;
};
//Don't do anything if an invalid state was specified
if (!NewState)
return;
//Push our new state on the stack
m_GameStates.push_back(NewState);
NewState->onEnter();
}
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