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.
148 lines
3.6 KiB
C++
148 lines
3.6 KiB
C++
#include "MW4Headers.hpp"
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#include "Turret.hpp"
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#include <Adept\EntityManager.hpp>
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#include <Adept\Mission.hpp>
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//#############################################################################
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//############################### Turret ################################
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//#############################################################################
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Turret::ClassData*
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Turret::DefaultData = NULL;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Turret::InitializeClass()
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{
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Verify(!DefaultData);
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DefaultData =
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new ClassData(
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TurretClassID,
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"MechWarrior4::Turret",
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BaseClass::DefaultData,
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0, NULL,
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(Entity::Factory)Make,
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(Entity::CreateMessage::Factory)CreateMessage::ConstructCreateMessage,
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ExecutionStateEngine::DefaultData,
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(Entity::GameModel::Factory)GameModel::ConstructGameModel,
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(Entity::GameModel::Factory)GameModel::ConstructOBBStream,
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(Entity::GameModel::ReadAndVerifier)GameModel::ReadAndVerify,
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(Entity::GameModel::ModelWrite)GameModel::WriteToText,
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(Entity::GameModel::ModelSave)GameModel::SaveGameModel,
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AnimationStateEngine::Make
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);
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Register_Object(DefaultData);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Turret::TerminateClass()
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{
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Unregister_Object(DefaultData);
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delete DefaultData;
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DefaultData = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Turret*
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Turret::Make(
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CreateMessage *message,
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ReplicatorID *base_id
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)
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{
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Check_Object(message);
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gos_PushCurrentHeap(Heap);
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Turret *new_entity =
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new Turret(DefaultData, message, base_id, NULL);
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gos_PopCurrentHeap();
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Check_Object(new_entity);
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EntityManager::GetInstance()->AddMover(new_entity);
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return new_entity;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Turret::Turret(
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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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Building(class_data, message, base_id, element)
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{
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Check_Pointer(this);
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Check_Object(message);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Turret::CommonCreation(CreateMessage *message)
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{
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Check_Object(this);
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Check_Object(message);
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lastParameterization = gos_GetElapsedTime();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Turret::Respawn(Entity::CreateMessage *message)
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{
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Check_Object(this);
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Check_Object(message);
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BaseClass::Respawn(message);
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CreateMessage *turret_message = Cast_Pointer(CreateMessage *, message);
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CommonCreation(turret_message);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Turret::Reuse(
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const CreateMessage *message,
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ReplicatorID *base_id
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)
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{
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Check_Object(this);
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STOP(("Not implemented"));
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BaseClass::Reuse(message, base_id);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Turret::~Turret()
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{
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EntityManager::GetInstance()->RemoveMover(this);
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}
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// MSL 5.04 Merc
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void
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Turret::ReactToDestruction(int damage_mode, int damage_type)
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{
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Check_Object(this);
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if(!IsDestroyed())
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{
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Check_Object(Mission::GetInstance());
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Mission::GetInstance()->ScoringReactToTurretDeath(m_whoShotMeLast, GetReplicatorID());
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}
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Building::ReactToDestruction(damage_mode, damage_type);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Turret::TestInstance() const
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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