rekey the temporary blueprint to C, add V to re-place it
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13
src/lib/eventsystem/event/GameResetEvent.h
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13
src/lib/eventsystem/event/GameResetEvent.h
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#pragma once
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#include "Event.h"
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// Emitted once per restart, after a queued ResetCommand has been applied and the view has
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// been reset for the new run (REQ-UI-GAME-MENU). It lets presentation state that does not
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// live in the simulation -- e.g. the temporary blueprint, REQ-UI-BLUEPRINT-TEMP -- be
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// dropped for the fresh run. Sent from GameWorldView::resetForNewGame(), which is where a
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// restart actually lands: the escape menu, game over, and win dialogs only enqueue the
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// command.
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class GameResetEvent : public Event
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{
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};
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