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.
66 lines
1.4 KiB
Plaintext
66 lines
1.4 KiB
Plaintext
fsm StockCaptureBase : integer;
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const
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#include_ <content\ABLScripts\mwconst.abi>
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type
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#include_ <content\ABLScripts\mwtype.abi>
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var
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static ObjectID baseBuilding1;
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static ObjectID baseBuilding2;
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static ObjectID baseBuilding3;
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static ObjectID baseBuilding4;
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static ObjectID baseBuilding5;
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static ObjectID baseBuilding6;
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static ObjectID baseBuilding7;
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static ObjectID baseBuilding8;
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function CheckIfBuildingDestroyed(ObjectID building, integer team) : integer;
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code
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if (building <> -1) then
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if (IsDead(building)) then
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Destroy(TeamObjectID(team));
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return (1);
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endif;
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endif;
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return (0);
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endfunction;
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function init;
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code
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baseBuilding1 = -1;
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baseBuilding2 = -1;
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baseBuilding3 = -1;
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baseBuilding4 = -1;
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baseBuilding5 = -1;
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baseBuilding6 = -1;
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baseBuilding7 = -1;
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baseBuilding8 = -1;
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SetupScoring_CaptureBase;
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endfunction;
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state startState;
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code
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CheckIfBuildingDestroyed(baseBuilding1,1);
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CheckIfBuildingDestroyed(baseBuilding2,2);
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CheckIfBuildingDestroyed(baseBuilding3,3);
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CheckIfBuildingDestroyed(baseBuilding4,4);
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CheckIfBuildingDestroyed(baseBuilding5,5);
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CheckIfBuildingDestroyed(baseBuilding6,6);
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CheckIfBuildingDestroyed(baseBuilding7,7);
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CheckIfBuildingDestroyed(baseBuilding8,8);
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endstate;
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state deadState;
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code
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endstate;
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endfsm.
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