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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// NVGameObject.cpp: implementation of the NVGameObject class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "MW4GameEd2.h"
#include "NVGameObject.h"
#include "DrawInfo.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
NVGameObject::NVGameObject()
{
Visual=false;
ScreenDiv=100;
Changeable=false;
}
void NVGameObject::Draw(DrawInfo &dinf)
{
if (IsHidden())
{
return;
}
SetPen(dinf);
int rad=GetScreenRadius(dinf.vinf);
CPoint pnt=dinf.vinf.DataToScreen(GetPos());
dinf.GetDC()->MoveTo(pnt.x,pnt.y-rad);
dinf.GetDC()->LineTo(pnt.x+rad,pnt.y);
dinf.GetDC()->LineTo(pnt.x,pnt.y+rad);
dinf.GetDC()->LineTo(pnt.x-rad,pnt.y);
dinf.GetDC()->LineTo(pnt.x,pnt.y-rad);
}
EdGUIObject *NVGameObject::Clone()
{
NVGameObject *obj=new NVGameObject;
obj->Copy(*this);
return obj;
}
NVGameObject::~NVGameObject()
{
}