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: SimpleChannelAnimator.cpp
// Project: MechWarrior 4
// Contents:
//
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 12/17/99 JSE Initial coding,
//---------------------------------------------------------------------------//
// Copyright (C) 1998, Fasa Interactive, Inc.
// All Rights reserved worldwide
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL
//===========================================================================//
#include "MW4Headers.hpp"
#include "SimpleChannelAnimator.hpp"
void
SimpleChannelAnimatorOf<Scalar>::UpdatePosition(void)
{
Scalar lerp;
dirtyFlag = false;
if (currentTime >= totalTime)
{
currentPosition = endPosition;
return;
}
lerp = currentTime/totalTime;
currentPosition = Lerp(startPosition, endPosition, lerp);
}
void
SimpleChannelAnimatorOf<Point3D>::UpdatePosition(void)
{
Scalar lerp;
dirtyFlag = false;
if (currentTime >= totalTime)
{
currentPosition = endPosition;
return;
}
lerp = currentTime/totalTime;
currentPosition.Lerp(startPosition, endPosition, lerp);
}
void
SimpleChannelAnimatorOf<Vector3D>::UpdatePosition(void)
{
Scalar lerp;
dirtyFlag = false;
if (currentTime >= totalTime)
{
currentPosition = endPosition;
return;
}
lerp = currentTime/totalTime;
currentPosition.Lerp(startPosition, endPosition, lerp);
}
void
SimpleChannelAnimatorOf<UnitQuaternion>::UpdatePosition(void)
{
Scalar lerp;
dirtyFlag = false;
if (currentTime >= totalTime)
{
currentPosition = endPosition;
return;
}
lerp = currentTime/totalTime;
currentPosition.Lerp(startPosition, endPosition, lerp);
}
void
SimpleChannelAnimatorOf<YawPitchRoll>::UpdatePosition(void)
{
Scalar lerp;
dirtyFlag = false;
if (currentTime >= totalTime)
{
currentPosition = endPosition;
return;
}
lerp = currentTime/totalTime;
currentPosition.Lerp(startPosition, endPosition, lerp);
}