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.
30 lines
509 B
C++
30 lines
509 B
C++
// File: SprayCommand.hpp //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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#pragma once
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#include "Command.h"
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namespace Adept
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{
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class Entity;
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};
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class SprayCommand :
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public Command
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{
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public:
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SprayCommand(Adept::Entity *entity);
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virtual ~SprayCommand();
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void
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Execute();
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void
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Undo();
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void
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Move();
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Stuff::Point3D
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moveOffset;
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};
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