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.
80 lines
1.8 KiB
C++
80 lines
1.8 KiB
C++
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#pragma once
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#include "CombatAI.hpp"
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namespace MechWarrior4
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{
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typedef CombatAI__CreateMessage ShooterAI__CreateMessage;
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//##########################################################################
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//########################### ShooterAI ##################################
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//##########################################################################
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class ShooterAI
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: public CombatAI
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{
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typedef CombatAI inherited;
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public:
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static void InitializeClass();
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static void TerminateClass();
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static ClassData *DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Inheritance Support
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//
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public:
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typedef ShooterAI__CreateMessage CreateMessage;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Run-time Construction and Destruction Support
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//
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public:
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static ShooterAI* Make(CreateMessage *message,ReplicatorID *base_id);
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protected:
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ShooterAI(
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ClassData *class_data,
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CreateMessage *message,
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ReplicatorID *base_id,
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ElementRenderer::Element *element
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);
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virtual ~ShooterAI();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Message Support
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//
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public:
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enum {
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DebugTextMessageID = MechWarrior4::CombatAI::NextMessageID,
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NextMessageID
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};
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void DebugTextMessageHandler(Adept::ReceiverDataMessageOf<int> *message);
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protected:
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static const MessageEntry MessageEntries[];
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Execution Support
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//
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public:
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virtual void PreCollisionExecute(Stuff::Time till);
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bool CanMove() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Support
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//
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public:
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void TestInstance() const;
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};
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}
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