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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,
no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
2026-06-24 21:28:16 -05:00

146 lines
3.4 KiB
C++

#pragma once
#include "MW4.hpp"
#include <Adept\DamageObject.hpp>
namespace MechWarrior4
{
class Subsystem;
void MW4DamageSecurityCheckStart();
void MW4DamageSecurityCheckStop();
//##########################################################################
//########################### MWInternalDamageObject ##################
//##########################################################################
typedef InternalDamageObject__ClassData MWInternalDamageObject__ClassData;
typedef InternalDamageObject__Message MWInternalDamageObject__Message;
class MWInternalDamageObject:
public Adept::InternalDamageObject
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Inheritance Support
//
public:
typedef MWInternalDamageObject__ClassData ClassData;
typedef MWInternalDamageObject__Message Message;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction, Destruction, Testing
//
public:
static void
InitializeClass();
static void
TerminateClass();
static void
ConstructMWInternalDamageObjectStream(
Stuff::MemoryStream *stream,
Stuff::Page *page
);
virtual void
Save(MemoryStream *stream);
MWInternalDamageObject(
ClassData *class_data,
Stuff::MemoryStream *stream
);
~MWInternalDamageObject();
void
TestInstance() const;
void*
operator new(size_t);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class Data support
//
public:
static ClassData
*DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Simulation support
//
public:
enum{
MissileSlotType = 0,
ProjectileSlotType,
BeamSlotType,
OmniSlotType
};
static const char*
SlotTypeAsciiToText(int slot_type);
static int
SlotTypeTextToAscii(const char *slot_type_string);
virtual int
VerifySubsystem(Subsystem *subsystem);
int
DoesHaveAvailableSlots(int slot_type, int slots_needed, bool check_omni = true, bool subtract_slot = true);
void
FreeAvailableSlots(int slot_type, int num);
int
RollCriticalHit();
void
InflictCriticalHit();
void
KillAllContainedSubsystems();
Scalar
TakeDamage(Stuff::Scalar damage_taken, Adept::Entity__TakeDamageMessage *message);
int
AddSubsystem(Subsystem *subsystem);
Subsystem
*GetSubsystem(int type);
Stuff::ChainOf<Subsystem *>
subsystemChain;
// MSL 5.02 headshot
Stuff::ChainOf<Subsystem *>
destroyedSubsystemChain;
int
GetMissileSlotsAvailable()
{Check_Object(this); return m_missileSlotsAvailable;}
int
GetProjectileSlotsAvailable()
{Check_Object(this); return m_projectileSlotsAvailable;}
int
GetBeamSlotsAvailable()
{Check_Object(this); return m_beamSlotsAvailable;}
int
GetOmniSlotsAvailable()
{Check_Object(this); return m_omniSlotsAvailable;}
void
_InflictCriticalHit();
Scalar
_TakeDamage(Stuff::Scalar damage_taken, Adept::Entity__TakeDamageMessage *message);
void
_KillAllContainedSubsystems();
protected:
int
m_missileSlotsAvailable,
m_projectileSlotsAvailable,
m_beamSlotsAvailable,
m_omniSlotsAvailable,
m_maxMissileSlots,
m_maxProjectileSlots,
m_maxBeamSlots,
m_maxOmniSlots;
};
}