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This code doesn't work anyway since gamestate struct's view is set to 0
There may be gamestates which don't have their own view - such as pause menu displayed in border on game's main vport.
gameDestroy() should call gamePopState() in a loop
Less code to maintain
Speed isn't crucial during gameDestroy()
Remove fadeout remnants from code
This should be shifted to gamestate implementation or viewport managers since in multi-viewport view with color-changing copperlist doing palette fade isn't trivial task.
Since @approxit is responsible for game manager, I'd like to see his opinion in the comments.
The text was updated successfully, but these errors were encountered:
pView
field andviewLoad()
stuffgameDestroy()
should callgamePopState()
in a loopgameDestroy()
Since @approxit is responsible for game manager, I'd like to see his opinion in the comments.
The text was updated successfully, but these errors were encountered: