Threaded barriers into the client, not yet queried
I've also refactored the rooms slightly.
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@@ -318,6 +318,7 @@ void ClientApplication::ProcessEvents() {
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#include "options_menu.hpp"
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#include "lobby_menu.hpp"
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#include "world.hpp"
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#include "combat.hpp"
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#include "disconnected_screen.hpp"
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void ClientApplication::ProcessSceneSignal(SceneSignal signal) {
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@@ -341,6 +342,9 @@ void ClientApplication::ProcessSceneSignal(SceneSignal signal) {
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case SceneSignal::WORLD:
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activeScene = new World(&clientIndex, &accountIndex);
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break;
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case SceneSignal::COMBAT:
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activeScene = new Combat(&clientIndex, &accountIndex);
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break;
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case SceneSignal::DISCONNECTEDSCREEN:
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activeScene = new DisconnectedScreen();
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break;
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