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.
74 lines
1.6 KiB
C++
74 lines
1.6 KiB
C++
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#pragma once
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#ifndef AI_FIREPARAMPACKAGE_HPP
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#define AI_FIREPARAMPACHAGE_HPP
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#include <Stuff\Scalar.hpp>
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namespace Adept
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{
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class Entity;
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};
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namespace MechWarrior4
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{
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class Weapon;
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class Vehicle;
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};
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namespace MW4AI
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{
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class FireData;
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enum FireSource
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{
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FIRE_FROM_ANYWHERE,
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FIRE_FROM_LEFT_ARM,
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FIRE_FROM_RIGHT_ARM
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};
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class FireParamPackage
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{
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public:
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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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public:
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FireData& fire_data;
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MechWarrior4::MWObject* intended_target;
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const Stuff::Time min_delay;
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const Stuff::Time max_delay;
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const Adept::Entity* who_to_hit;
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const MechWarrior4::Vehicle* vehicle_shooting_at;
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Adept::Entity* component;
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const Stuff::Time frame_delay;
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const Stuff::Scalar current_heat;
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const Stuff::Scalar max_heat;
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const bool can_spend_ammo;
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const bool can_commit_suicide;
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const FireSource where_to_fire_from;
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const bool can_fire_narc;
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const bool can_generate_heat;
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const bool per_weapon_raycasting;
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};
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};
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#endif // AI_FIREPARAMPACHAGE_HPP
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