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106 lines
2.8 KiB
C++

//===========================================================================//
// File: BeamWeapon_Tool.cpp
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 09/09/98 JSE Inital base class based off of Shadowrun/Adept
// 09/24/98 BDB Inital Weapon subsystem class based off of Subsystem_Tool.cpp
// 10/19/98 BDB Created LauchedWeapon subsytem based off of Weapon //
//---------------------------------------------------------------------------//
// Copyright (C) 1998, Fasa Interactive //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include "MW4Headers.hpp"
#include "BeamWeapon.hpp"
#include "MWTool.hpp"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
BeamWeapon__GameModel::ConstructGameModel(Script *script)
{
Check_Object(script);
//
//--------------
// Set up stream
//--------------
//
MemoryStream *model_stream = script->modelStream;
Check_Object(model_stream);
model_stream->AllocateBytes(sizeof(BeamWeapon__GameModel));
Weapon__GameModel::ConstructGameModel(script);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
bool
BeamWeapon__GameModel::ReadAndVerify(
BeamWeapon__GameModel *model,
ModelAttributeEntry *attribute_entry,
const char *data,
char **error,
int error_buffer
)
{
Check_Object(attribute_entry);
bool result = false;
bool valid_data = (*data != '\0');
//
//----------------------------------------
//Read in the values from the data entered
//----------------------------------------
//
result =
Weapon__GameModel::ReadAndVerify(
model,
attribute_entry,
data,
error,
error_buffer
);
//
//---------------------------
//Verify all the model values
//---------------------------
//
switch(attribute_entry->attributeID)
{
case FireDurationAttributeID:
{
if(!valid_data)
{
Scalar value = 1.0f;
attribute_entry->SetValue(model, &value);
result = true;
}
if (model->fireDuration < 0)
{
_snprintf(
*error,
error_buffer,
"{[GameData]FireDuration=%f}: value must be >= 0!",
model->fireDuration
);
result = false;
}
break;
}
case BeamModelResourceAttributeID:
{
if(!valid_data)
{
ResourceID value = ResourceID::Null;
attribute_entry->SetValue(model, (void *)&value);
result = true;
}
break;
}
}
return result;
}