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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

94 lines
2.3 KiB
C++

#include "MW4Headers.hpp"
#include "LightEntity.hpp"
#include <Adept\Tool.hpp>
//#############################################################################
//############################### LightEntity ###########################
//#############################################################################
LightEntity::ClassData*
LightEntity::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
LightEntity::InitializeClass()
{
Verify(!DefaultData);
DefaultData =
new ClassData(
LightEntityClassID,
"MechWarrior4::LightEntity",
Entity::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
);
Register_Object(DefaultData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
LightEntity::TerminateClass()
{
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
LightEntity*
LightEntity::Make(
CreateMessage *message,
ReplicatorID *base_id
)
{
Check_Object(message);
gos_PushCurrentHeap(Heap);
LightEntity *new_entity =
new LightEntity(DefaultData, message, base_id, NULL);
gos_PopCurrentHeap();
Check_Object(new_entity);
return new_entity;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
LightEntity::LightEntity(
ClassData *class_data,
CreateMessage *message,
ReplicatorID *base_id,
ElementRenderer::Element *element
):
Entity(class_data, message, base_id, element)
{
Check_Pointer(this);
Check_Object(message);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
int
LightEntity::GetExecutionSlot()
{
Check_Object(this);
return LightExecutionSlot;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
LightEntity::TestInstance() const
{
Verify(IsDerivedFrom(DefaultData));
}