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Cyd 2b8ca921cb 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,
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2026-06-24 21:28:16 -05:00

147 lines
3.4 KiB
C++

#include "MW4Headers.hpp"
#include "HeatSink.hpp"
#include "HeatManager.hpp"
#include "SubsystemClassData.hpp"
//#############################################################################
//############################### HeatSink ##############################
//#############################################################################
HeatSink::ClassData*
HeatSink::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
HeatSink::InitializeClass()
{
Verify(!DefaultData);
DefaultData =
new ClassData(
HeatSinkClassID,
"MechWarrior4::HeatSink",
Subsystem::DefaultData,
0, NULL,
(Entity::Factory)Make,
(Entity::CreateMessage::Factory)CreateMessage::ConstructCreateMessage,
ExecutionStateEngine::DefaultData,
(Entity::GameModel::Factory)GameModel::ConstructGameModel,
NULL,
(Entity::GameModel::ReadAndVerifier)GameModel::ReadAndVerify,
(Entity::GameModel::ModelWrite)GameModel::WriteToText,
(Entity::GameModel::ModelSave)GameModel::SaveGameModel,
(Subsystem::StreamCreate) CreateStream
);
Register_Object(DefaultData);
DIRECT_GAME_MODEL_ATTRIBUTE(
HeatSink__GameModel,
HeatSinkPoints,
m_heatSinkPoints,
Scalar
);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
HeatSink::TerminateClass()
{
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
HeatSink*
HeatSink::Make(
CreateMessage *message,
ReplicatorID *base_id
)
{
Check_Object(message);
gos_PushCurrentHeap(Heap);
HeatSink *new_entity =
new HeatSink(DefaultData, message, base_id, NULL);
gos_PopCurrentHeap();
Check_Object(new_entity);
return new_entity;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
HeatSink::HeatSink(
ClassData *class_data,
CreateMessage *message,
ReplicatorID *base_id,
ElementRenderer::Element *element
):
Subsystem(class_data, message, base_id, element)
{
Check_Object(message);
heatSinkObject = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
HeatSink::~HeatSink()
{
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
bool
HeatSink::TakeCriticalHit()
{
Check_Object(this);
//Don't do anything here
return false;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
HeatSink::DestroySubsystem()
{
Check_Object(this);
#if 0
MWObject *mw_object = GetParentVehicle();
Check_Object(mw_object);
if(mw_object->m_heatManager)
{
if (Network::GetInstance()->AmIServer())
mw_object->m_heatManager->heatObjects.Remove(heatSinkObject);
}
#endif
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
HeatSink::ConnectHeatManager(HeatManager *heat_manager)
{
Check_Object(this);
Check_Object(heat_manager);
if(heat_manager)
{
if (Network::GetInstance()->AmIServer())
{
const GameModel *model = GetGameModel();
Check_Object(model);
heatSinkObject = heat_manager->AddHeatObject(-model->m_heatSinkPoints, true);
}
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
HeatSink::TestInstance() const
{
Verify(IsDerivedFrom(DefaultData));
}