Files
TeslaRel410/CODE/BT/BT/GAUSS.HPP
T
CydandClaude Fable 5 fdd9ac9d97 Initial import: Tesla Release 4.10 (Tesla:BattleTech & Tesla:Red Planet)
Archival snapshot of the Virtual World Entertainment Tesla cockpit
software, 1994-1996: MUNGA engine and L4 pod layer source (Borland
C++ 5.0), BT/RP game code, and game content (models, audio, maps,
gauges, Division renderer data). Includes third-party libraries:
Division dVS/DPL graphics, HMI SOS audio, WATTCP networking.

Files are preserved byte-for-byte (.gitattributes disables all
line-ending conversion). README.md documents the layout, target
hardware, and toolchain.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 13:21:58 -05:00

145 lines
4.1 KiB
C++

//===========================================================================//
// File: gauss.hh //
// Project: BT Brick: Entity Manager //
// Contents: Gauss Rifle class, derives from Projectile Weapon //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 04/13/95 JM Initial coding. //
// 07/19/95 GDU Complied to new munga, added new electrical behavior //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
// //
// PROPRIETARY AND CONFIDENTIAL //
//===========================================================================//
#if !defined (GAUSS_HPP)
#define GAUSS_HPP
#if !defined(EMITTER_HPP)
# include <emitter.hpp>
#endif
//##################### Forward Class Declarations #######################
class Mech;
class Projectile;
//###########################################################################
//######################### GaussRifle Model Resource ########################
//###########################################################################
struct GaussRifle__SubsystemResource:
public Emitter::SubsystemResource
{
Scalar dischargeVoltage;
};
//###########################################################################
//######################### CLASS -- GaussRifle ##########################
//###########################################################################
class GaussRifle : public Emitter
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Messageing Support
//
#if 0
//##########################################################################
// Attribute Support
//
public:
enum {
= Emitter::NextAttributeID,
NextAttributeID
};
private:
static const IndexEntry AttributePointers[];
public:
static AttributeIndexSet AttributeIndex;
#endif
//##########################################################################
// Model Support
//
public:
typedef void
(GaussRifle::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
void
GaussRifleSimulation(Scalar time_slice);
//##########################################################################
// TestClass Support
//
public:
static Logical
TestClass(Mech &);
void
ResetToInitialState();
//##########################################################################
// Construction and Destruction
//
public:
typedef GaussRifle__SubsystemResource SubsystemResource;
GaussRifle(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data=DefaultData
);
~GaussRifle();
Logical
TestInstance() const;
static int
CreateStreamedSubsystem(
ResourceFile *resource_file,
NotationFile *model_file,
const char *model_name,
const char *subsystem_name,
SubsystemResource *subsystem_resource,
NotationFile *subsystem_file,
const ResourceDirectories *directories,
int passes =1
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local data for the gun class
//
protected:
void
FireWeapon();
Vector3D
muzzleVelocity;
};
#endif