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Jun 24th, 2017
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  1. SDL_FillRect( m_pGame->Surf_Game, &m_pGame->Surf_Game->clip_rect, SDL_MapRGB( m_pGame->Surf_Game->format, 0x00, 0x00, 0x00 ) );
  2.  
  3. if( m_pGame->m_nState == INGAME )
  4. {
  5. for( int i = 0; i < (int)m_pGame->L_BackgroundOne.size(); i++ )
  6. m_pGame->L_BackgroundOne[i]->Render();
  7.  
  8. for( int i = 0; i < (int)m_pGame->L_BackgroundTwo.size(); i++ )
  9. m_pGame->L_BackgroundTwo[i]->Render();
  10.  
  11. for( int i = 0; i < (int)m_pGame->L_BackgroundThree.size(); i++ )
  12. m_pGame->L_BackgroundThree[i]->Render();
  13.  
  14. for( int i = 0; i < (int)m_pGame->L_EntityBGEffects.size(); i++ )
  15. m_pGame->L_EntityBGEffects[i]->Render();
  16.  
  17. for( int i = 0; i < (int)m_pGame->L_Entities.size(); i++ )
  18. m_pGame->L_Entities[i]->Render();
  19.  
  20. for( int i = 0; i < (int)m_pGame->L_EntityFGEffects.size(); i++ )
  21. m_pGame->L_EntityFGEffects[i]->Render();
  22.  
  23. for( int i = 0; i < (int)m_pGame->L_Forground.size(); i++ )
  24. m_pGame->L_Forground[i]->Render();
  25.  
  26. for( int i = 0; i < (int)m_pGame->L_UserInterface.size(); i++ )
  27. m_pGame->L_UserInterface[i]->Render();
  28. }
  29. else if( m_pGame->m_nState == INMENU )
  30. {
  31. for( int i = 0; i < (int)m_pGame->L_MenuBG.size(); i++ )
  32. m_pGame->L_MenuBG[i]->Render();
  33.  
  34. for( int i = 0; i < (int)m_pGame->L_MenuFG.size(); i++ )
  35. m_pGame->L_MenuFG[i]->Render();
  36. }
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