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.
37 lines
659 B
C++
37 lines
659 B
C++
#pragma once
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#include "Adept.hpp"
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namespace Adept
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{
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class Entity;
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class Site:
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public Stuff::Plug
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{
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public:
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Site(const Stuff::LinearMatrix4D& local_to_parent, Entity *parent, const Stuff::MString& site_name);
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~Site();
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void
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SaveToStream(Stuff::MemoryStream *stream);
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LinearMatrix4D
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GetLocalToWorld();
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Entity*
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GetParent()
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{Check_Object(this);
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Check_Object(m_parent);
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return m_parent;}
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MString
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GetName()
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{Check_Object(this); return m_name;}
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protected:
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Stuff::LinearMatrix4D m_localToParent;
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Entity *m_parent;
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Stuff::MString m_name;
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};
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}
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