Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS

Complete disaster-recovery snapshot: engine/game source, game data assets,
VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive.
Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false,
no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
This commit is contained in:
Cyd
2026-06-24 21:28:16 -05:00
commit 2b8ca921cb
66341 changed files with 7923174 additions and 0 deletions
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//===========================================================================//
// File: ElevationMap_Tool.cpp
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 12/21/98 BDB Inital base class based off of Adept Entity
//---------------------------------------------------------------------------//
// Copyright (C) 1998, Fasa Interactive //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include "MW4Headers.hpp"
#if !defined(MW4ANIMATIONSYSTEM_HPP)
#include <MW4AnimationSystem.hpp>
#endif
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ElevationMap*
ElevationMap::ToolMake(
FactoryRequestParameters *parameters,
CreationParameters *creation_parameters
)
{
ElevationMap *new_entity;
Entity__Make(&new_entity, DefaultData, parameters, creation_parameters);
return new_entity;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ElevationMap::ElevationMap(
ClassData *class_data,
FactoryRequestParameters *parameters,
CreationParameters *creation_parameters
):
Entity(class_data, parameters)
{
Check_Pointer(this);
Check_Object(parameters);
SetTemplateFlag();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
bool
ElevationMap::CreateGameModel(GameModelParameters *parameters)
{
Check_Object(parameters);
//
//----------------------
// Call inherited method
//----------------------
//
bool result = Entity::CreateGameModel(parameters);
Check_Object(DefaultData);
return result;
}