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Actor variation selection (though not saved to maps, so not very useful). Added more levels of complexity to the waiting-for-game-to-respond message pump, to fix reentrancy problems. Use number keys to assign player to selected unit. This was SVN commit r3913.
15 lines
265 B
C++
15 lines
265 B
C++
#ifndef MISCSTATE_H__
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#define MISCSTATE_H__
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#include "General/Observable.h"
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namespace AtlasMessage
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{
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typedef int ObjectID;
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}
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extern wxString g_SelectedTexture;
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extern Observable<std::vector<AtlasMessage::ObjectID> > g_SelectedObjects;
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#endif // MISCSTATE_H__
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