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- SDL_FillRect( m_pGame->Surf_Game, &m_pGame->Surf_Game->clip_rect, SDL_MapRGB( m_pGame->Surf_Game->format, 0x00, 0x00, 0x00 ) );
- if( m_pGame->m_nState == INGAME )
- {
- for( int i = 0; i < (int)m_pGame->L_BackgroundOne.size(); i++ )
- m_pGame->L_BackgroundOne[i]->Render();
- for( int i = 0; i < (int)m_pGame->L_BackgroundTwo.size(); i++ )
- m_pGame->L_BackgroundTwo[i]->Render();
- for( int i = 0; i < (int)m_pGame->L_BackgroundThree.size(); i++ )
- m_pGame->L_BackgroundThree[i]->Render();
- for( int i = 0; i < (int)m_pGame->L_EntityBGEffects.size(); i++ )
- m_pGame->L_EntityBGEffects[i]->Render();
- for( int i = 0; i < (int)m_pGame->L_Entities.size(); i++ )
- m_pGame->L_Entities[i]->Render();
- for( int i = 0; i < (int)m_pGame->L_EntityFGEffects.size(); i++ )
- m_pGame->L_EntityFGEffects[i]->Render();
- for( int i = 0; i < (int)m_pGame->L_Forground.size(); i++ )
- m_pGame->L_Forground[i]->Render();
- for( int i = 0; i < (int)m_pGame->L_UserInterface.size(); i++ )
- m_pGame->L_UserInterface[i]->Render();
- }
- else if( m_pGame->m_nState == INMENU )
- {
- for( int i = 0; i < (int)m_pGame->L_MenuBG.size(); i++ )
- m_pGame->L_MenuBG[i]->Render();
- for( int i = 0; i < (int)m_pGame->L_MenuFG.size(); i++ )
- m_pGame->L_MenuFG[i]->Render();
- }
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