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2026-06-24 21:28:16 -05:00

125 lines
2.9 KiB
C++

#pragma once
#include "MW4.hpp"
#include "Subsystem.hpp"
namespace MechWarrior4
{
class Vehicle;
typedef Subsystem__ClassData ECM__ClassData;
typedef Subsystem__Message ECM__Message;
typedef Subsystem__ExecutionStateEngine ECM__ExecutionStateEngine;
typedef Subsystem__CreateMessage ECM__CreateMessage;
//##########################################################################
//########################### ECM GameModel ###########################
//##########################################################################
class ECM__GameModel:
public Subsystem::GameModel
{
public:
typedef Subsystem::GameModel BaseClass;
Stuff::Scalar
m_targeterMissileLockPercent;
enum {
TargeterMissileLockPercentAttributeID = Subsystem__GameModel::NextAttributeID,
NextAttributeID
};
static bool
ReadAndVerify(
ECM__GameModel *model,
ModelAttributeEntry *attribute_entry,
const char *data,
char **error,
int error_buffer = 128
);
static void
ConstructGameModel(Script *script);
};
//##########################################################################
//########################### ECM #####################################
//##########################################################################
class ECM:
public Subsystem
{
public:
static void
InitializeClass();
static void
TerminateClass();
//##########################################################################
// Inheritance support
//
public:
typedef ECM__ClassData ClassData;
typedef ECM__GameModel GameModel;
typedef ECM__Message Message;
typedef ECM__ExecutionStateEngine ExecutionStateEngine;
typedef ECM__CreateMessage CreateMessage;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Run-time Construction and Destruction Support
//
public:
static ECM*
Make(
CreateMessage *message,
ReplicatorID *base_id
);
protected:
ECM(
ClassData *class_data,
CreateMessage *message,
ReplicatorID *base_id,
ElementRenderer::Element *element
);
~ECM();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class Data & Game Model Support
//
public:
const GameModel*
GetGameModel()
{return Cast_Pointer(const GameModel*, gameModelResource.GetPointer());}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data support
//
public:
static ClassData
*DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Simulation Support
//
public:
void
DestroySubsystem();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Support
//
public:
void
TestInstance() const;
};
}