Major refactoring - internal server state machine implemented
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@@ -14,7 +14,7 @@
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namespace FRG::Dialogue {
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class DialogueSystem : public FRG::ISaveable {
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class DialogueSystem {
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public:
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bool init(Renderer& renderer, const std::string& zipFile = "");
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@@ -48,8 +48,8 @@ public:
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void saveDialogueState(nlohmann::json& out) const { dialogueRuntime.save(out); }
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void loadDialogueState(const nlohmann::json& in) { dialogueRuntime.load(in); }
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void save(nlohmann::json& out) const override { saveDialogueState(out); }
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void load(const nlohmann::json& in) override { loadDialogueState(in); }
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void save(nlohmann::json& out) const { saveDialogueState(out); }
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void load(const nlohmann::json& in) { loadDialogueState(in); }
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bool isActive() const { return dialogueRuntime.isActive() || cutsceneRuntime.isActive(); }
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bool isDialogueActive() const { return dialogueRuntime.isActive(); }
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