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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#pragma once
#include "MW4.hpp"
namespace MechWarrior4
{
class Subsystem;
//##########################################################################
//######################## MaterialEffectHolder #####################
//##########################################################################
class MaterialEffectHolder:
public Stuff::Plug
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction, Destruction, Testing
//
public:
static void
InitializeClass();
static void
TerminateClass();
static void
ConstructStream(
Stuff::MemoryStream *stream,
Stuff::NotationFile *model_file
);
void
LoadEffectsChain(Stuff::MemoryStream *stream);
MaterialEffectHolder(
ClassData *class_data,
Stuff::MemoryStream *stream
);
~MaterialEffectHolder();
void
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class Data support
//
public:
static ClassData
*DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Simulation support
//
public:
Adept::ResourceID
GetEffectResource(int material);
static int
MaterialTypeTextToAscii(const char *mode_name);
private:
Stuff::SortedChainOf<Stuff::PlugOf<Adept::ResourceID>*, int>
effectChain;
};
}