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, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
128 lines
3.2 KiB
C++
128 lines
3.2 KiB
C++
#pragma once
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#include "MW4.hpp"
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#include "ProjectileWeapon.hpp"
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namespace MechWarrior4
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{
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typedef ProjectileWeapon__CreateMessage LBXWeaponSub__CreateMessage;
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typedef ProjectileWeapon__ExecutionStateEngine LBXWeaponSub__ExecutionStateEngine;
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typedef ProjectileWeapon__Message LBXWeaponSub__Message;
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typedef ProjectileWeapon__ClassData LBXWeaponSub__ClassData;
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//##########################################################################
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//##################### LBXWeaponSub::GameModel #######################
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//##########################################################################
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class LBXWeaponSub__GameModel:
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public ProjectileWeapon::GameModel
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{
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public:
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typedef ProjectileWeapon::GameModel BaseClass;
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Stuff::Scalar
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m_disipationStart;
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Stuff::Scalar
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m_maxDisipation;
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enum {
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DisipationStartAttributeID = ProjectileWeapon__GameModel::NextAttributeID,
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MaxDisipationAttributeID,
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NextAttributeID
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};
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static bool
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ReadAndVerify(
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LBXWeaponSub__GameModel *model,
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ModelAttributeEntry *attribute_entry,
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const char *data,
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char **error,
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int error_buffer = 128
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);
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static void
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ConstructGameModel(Script *script);
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};
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//##########################################################################
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//########################### LBXWeaponSub ############################
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//##########################################################################
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class LBXWeaponSub:
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public ProjectileWeapon
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{
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public:
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static void
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InitializeClass();
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static void
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TerminateClass();
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//##########################################################################
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// Inheritance support
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//
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public:
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typedef LBXWeaponSub__ClassData ClassData;
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typedef LBXWeaponSub__GameModel GameModel;
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typedef LBXWeaponSub__Message Message;
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typedef LBXWeaponSub__ExecutionStateEngine ExecutionStateEngine;
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typedef LBXWeaponSub__CreateMessage CreateMessage;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Run-time Construction and Destruction Support
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//
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public:
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static LBXWeaponSub*
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Make(
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CreateMessage *message,
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ReplicatorID *base_id
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);
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void
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CommonCreation(CreateMessage *message);
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protected:
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LBXWeaponSub(
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ClassData *class_data,
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CreateMessage *message,
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ReplicatorID *base_id,
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ElementRenderer::Element *element
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);
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~LBXWeaponSub();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data support
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//
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public:
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static ClassData
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*DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class Data & Game Model Support
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//
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public:
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const GameModel*
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GetGameModel()
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{return Cast_Pointer(const GameModel*, gameModelResource.GetPointer());}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Simulation Support
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//
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public:
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void
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CreateProjectile(Stuff::Time till);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Support
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//
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public:
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void
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TestInstance() const;
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};
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}
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