#include "MW4Headers.hpp" #include "Team.hpp" #include #include #include //############################################################################# //############################### Team ############################## //############################################################################# Team::ClassData* Team::DefaultData = NULL; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void Team::InitializeClass() { Verify(!DefaultData); DefaultData = new ClassData( TeamClassID, "MechWarrior4::Team", BaseClass::DefaultData, 0, NULL, (Entity::Factory)Make, (Entity::CreateMessage::Factory)CreateMessage::ConstructCreateMessage, ExecutionStateEngine::DefaultData, (Entity::GameModel::Factory)GameModel::ConstructGameModel, (Entity::GameModel::Factory)GameModel::ConstructOBBStream, (Entity::GameModel::ReadAndVerifier)GameModel::ReadAndVerify, (Entity::GameModel::ModelWrite)GameModel::WriteToText, (Entity::GameModel::ModelSave)GameModel::SaveGameModel, AnimationStateEngine::Make ); Register_Object(DefaultData); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void Team::TerminateClass() { Unregister_Object(DefaultData); delete DefaultData; DefaultData = NULL; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Team* Team::Make(CreateMessage *message,ReplicatorID *base_id) { Check_Object(message); Team *new_entity = new Team(DefaultData, message, base_id, NULL); Check_Object(new_entity); return new_entity; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Team::Team(ClassData *class_data,CreateMessage *message,ReplicatorID *base_id,ElementRenderer::Element *element): Vehicle(class_data, message, base_id, element), membersOfTeam(NULL) { Check_Pointer(this); Check_Object(message); m_teamAlignment = 0; m_MostRecentTeamNav = -1; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Team::~Team() { } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void Team::TurnOn (void) { lastParameterization = gos_GetElapsedTime (); executionState->RequestState(ExecutionStateEngine::NeverExecuteState); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void Team::TestInstance() const { Verify(IsDerivedFrom(DefaultData)); }