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
@@ -0,0 +1,60 @@
#include "AdeptHeaders.hpp"
#include "Site.hpp"
#include "Entity.hpp"
//#############################################################################
//############################ Site #####################################
//#############################################################################
Site::Site(const LinearMatrix4D& local_to_parent, Entity *parent, const MString& site_name) :
Plug(Plug::DefaultData),
m_localToParent(local_to_parent),
m_name(site_name)
{
Check_Pointer(parent);
m_parent = parent;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Site::~Site()
{
DESTRUCTOR("Site");
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
Site::SaveToStream(MemoryStream *stream)
{
Check_Object(this);
Check_Pointer(stream);
YawPitchRoll rotation;
Point3D translation;
rotation = m_localToParent;
translation = m_localToParent;
*stream << rotation;
*stream << translation;
*stream << m_name;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
LinearMatrix4D
Site::GetLocalToWorld()
{
Check_Object(this);
Check_Object(m_parent);
LinearMatrix4D local_to_world;
LinearMatrix4D parent_to_world = m_parent->GetLocalToWorld();
local_to_world.Multiply(m_localToParent, parent_to_world);
return local_to_world;
}