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.
38 lines
568 B
C++
38 lines
568 B
C++
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#pragma once
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#ifndef AI_MOODSQUAD_HPP
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#define AI_MOODSQUAD_HPP
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#include "AI_RadioSquad.hpp"
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#include <Stuff\Scalar.hpp>
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namespace MW4AI
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{
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namespace Squad
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{
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class MoodSquad
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: public RadioSquad
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{
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DERIVED_SquadAI;
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typedef RadioSquad inherited;
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public:
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MoodSquad();
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ID GetID() const;
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private:
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void LowerEveryonesMood(Stuff::Scalar mood_delta, std::vector<MWObject*>& groupmates);
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private:
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Stuff::Time m_LastMoodUpdateTime;
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int m_NumDeadUnits;
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};
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};
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};
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#endif // AI_MOODSQUAD_HPP
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