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.
44 lines
1.3 KiB
C++
44 lines
1.3 KiB
C++
#include "MW4Headers.hpp"
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#include "AI_FireParamPackage.hpp"
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using namespace MW4AI;
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FireParamPackage::FireParamPackage(FireData& _fire_data,
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MechWarrior4::MWObject* _intended_target,
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Stuff::Time _min_delay,
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Stuff::Time _max_delay,
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Adept::Entity* _who_to_hit,
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MechWarrior4::Vehicle* _vehicle_shooting_at,
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Adept::Entity* _component,
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Stuff::Time _frame_delay,
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Stuff::Scalar _current_heat,
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Stuff::Scalar _max_heat,
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bool _can_spend_ammo,
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bool _can_commit_suicide,
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FireSource _where_to_fire_from,
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bool _can_fire_narc,
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bool _can_generate_heat,
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bool _per_weapon_raycasting)
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: fire_data(_fire_data)
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, intended_target(_intended_target)
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, min_delay(_min_delay)
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, max_delay(_max_delay)
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, who_to_hit(_who_to_hit)
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, vehicle_shooting_at(_vehicle_shooting_at)
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, component(_component)
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, frame_delay(_frame_delay)
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, current_heat(_current_heat)
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, max_heat(_max_heat)
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, can_spend_ammo(_can_spend_ammo)
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, can_commit_suicide(_can_commit_suicide)
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, where_to_fire_from(_where_to_fire_from)
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, can_fire_narc(_can_fire_narc)
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, can_generate_heat(_can_generate_heat)
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, per_weapon_raycasting(_per_weapon_raycasting)
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{
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}
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