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Dec 2nd, 2016
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  1. while(running)
  2. {
  3.     // This should always happen before you do any work inside of the dll
  4. #if INTERNAL
  5.     GameMemory.ExecuteableReloaded = false;
  6.     FILETIME NewDLLWriteTime = Win32GetLastWriteTime(SourceGameCodeDLLFullPath);
  7.     if(CompareFileTime(&NewDLLWriteTime, &Game.DLLLastWriteTime) != 0)
  8.     {                                
  9.           Win32UnloadGameCode(&Game);
  10.           Game = Win32LoadGameCode(SourceGameCodeDLLFullPath,
  11.                                    TempGameCodeDLLFullPath,
  12.                                    GameCodeLockFullPath);                                
  13.     }                            
  14. #endif
  15.    
  16.  
  17.     // Do Stuff .  . .
  18.  
  19.  
  20.                                
  21.      RewindRenderBuffer(&RenderBuffer);                            
  22.      if(Game.GameUpdateAndRender)
  23.      {
  24.         Game.GameUpdateAndRender(&GameMemory, &RenderBuffer);
  25.      }
  26.      EndRenderBuffer(&RenderBuffer);
  27.  
  28.      if(Win32Audio.AudioEnabled)
  29.      {
  30.         if(Game.GameGenerateAudioSamples)
  31.         {
  32.             // Do work....
  33.            Game.GameGenerateAudioSamples(&AudioBuffer);                                        
  34.         }
  35.      }
  36. }
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