#pragma once #include "MW4.hpp" #include namespace MechWarrior4 { //########################################################################## //########################### DeathEntity::GameModel ################## //########################################################################## class DeathEntity__GameModel: public Adept::Entity::GameModel { public: int m_craterID; static void ConstructGameModel(Script *script); }; typedef Adept::Entity__CreateMessage DeathEntity__CreateMessage; typedef Adept::Entity__ExecutionStateEngine DeathEntity__ExecutionStateEngine; typedef Adept::Entity__Message DeathEntity__Message; typedef Adept::Entity__ClassData DeathEntity__ClassData; //########################################################################## //########################## DeathEntity ############################# //########################################################################## class DeathEntity: public Adept::Entity { public: static void InitializeClass(); static void TerminateClass(); //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Run-time Construction and Destruction Support // public: typedef DeathEntity__CreateMessage CreateMessage; typedef DeathEntity__GameModel GameModel; typedef DeathEntity__Message Message; typedef DeathEntity__ClassData ClassData; typedef DeathEntity__ExecutionStateEngine ExecutionStateEngine; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Run-time Construction and Destruction Support // public: static DeathEntity* Make( CreateMessage *message, ReplicatorID *base_id ); protected: DeathEntity( ClassData *class_data, CreateMessage *message, ReplicatorID *base_id, ElementRenderer::Element *element ); ~DeathEntity(); //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Class Data support // protected: static Stuff::SortedChainOf *DeathEntities; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Class Data support // public: static ClassData *DefaultData; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Game Model Support // public: const GameModel* GetGameModel() { Check_Object(this); return Cast_Pointer(const GameModel*,gameModelResource.GetPointer()); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Flag Support // public: enum { DefaultFlags = HermitMode }; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Test Support // public: void TestInstance() const; }; }