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.
31 lines
379 B
C++
31 lines
379 B
C++
#pragma once
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#include "Command.h"
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class RotateCommand :
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public Command
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{
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public:
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RotateCommand();
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virtual ~RotateCommand();
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//Member Variables
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Stuff::Scalar
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deltaPitch;
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Stuff::Scalar
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deltaYaw;
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Stuff::Scalar
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deltaRoll;
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void
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Rotate(
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Stuff::Scalar pitch,
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Stuff::Scalar yaw,
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Stuff::Scalar roll
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);
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void
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Undo();
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};
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