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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,
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2026-06-24 21:28:16 -05:00

58 lines
1.2 KiB
C++

#pragma once
#include "MW4.hpp"
#include "hudcomp.hpp"
namespace MechWarrior4
{
class Vehicle;
class HUDMap : public HUDComponent
{
protected:
struct ShotEntry
{
ObjectID entity;
Stuff::Time timeadded;
ShotEntry (ObjectID p1,Stuff::Time p2)
{
entity = p1;
timeadded = p2;
}
};
Stuff::SlotOf <Entity*> m_CurrentTarget;
SlotOf<Vehicle*> vehiclePtr;
typedef HUDComponent inherited;
Stuff::Scalar m_TorsoTwist;
int m_RadarMode;
stlport::vector<ShotEntry> m_ShotList;
bool OnShotList (ObjectID who);
void DrawImplementation(void);
void ConvertMapCoords (float& x,float& y);
void ConvertMapCoords (Point3D& pt);
//»óÈÆ ¾Õ
bool hsh_fdraw;
//»óÈÆ µÚ
public:
HUDMap();
~HUDMap();
virtual void Reset (void);
virtual void Update(Stuff::Time till);
void AddShot (ObjectID who);
void SetVehicle(Vehicle *vehicle);
void TorsoTwist (Stuff::Scalar value)
{ m_TorsoTwist = value; }
void CurrentTarget (Entity *obj)
{
m_CurrentTarget.Remove ();
if (obj)
m_CurrentTarget.Add (obj);
}
};
}