Broken runtime
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@@ -18,7 +18,7 @@
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#include "audiomanager.hh"
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#include "interactable.hh"
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#include "luaapi.hh"
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#include "sceneloader.hh"
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#include "fileloader.hh"
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#include "cutscene.hh"
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#include "uisystem.hh"
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@@ -81,10 +81,19 @@ class SceneManager {
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Lua& getLua() { return L; }
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AudioManager& getAudio() { return m_audio; }
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// Scene loading (for multi-scene support via PCdrv)
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// Scene loading (for multi-scene support)
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void requestSceneLoad(int sceneIndex);
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int getCurrentSceneIndex() const { return m_currentSceneIndex; }
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/// Load a scene by index. This is the ONE canonical load path used by
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/// both the initial boot (main.cpp) and runtime scene transitions.
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/// Blanks the screen, shows a loading screen, tears down the old scene,
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/// loads the new splashpack, and initialises.
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/// @param gpu GPU reference.
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/// @param sceneIndex Scene to load.
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/// @param isFirstScene True when called from boot (skips clearScene / free).
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void loadScene(psyqo::GPU& gpu, int sceneIndex, bool isFirstScene = false);
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// Check and process pending scene load (called from GameTick)
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void processPendingSceneLoad();
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@@ -160,11 +169,13 @@ class SceneManager {
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int m_currentSceneIndex = 0;
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int m_pendingSceneIndex = -1; // -1 = no pending load
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uint8_t* m_currentSceneData = nullptr; // Owned pointer to loaded data
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uint32_t m_liveDataSize = 0; // Bytes of m_currentSceneData still needed at runtime
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// System update methods (called from GameTick)
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void updateInteractionSystem();
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void processEnableDisableEvents();
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void clearScene(); // Deallocate current scene objects
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void shrinkBuffer(); // Free pixel/audio bulk data after VRAM/SPU uploads
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};
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}; // namespace psxsplash
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// namespace psxsplash
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