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.
114 lines
2.8 KiB
C++
114 lines
2.8 KiB
C++
//===========================================================================//
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// File: MissileWeapon_Tool.cpp
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1998, Fasa Interactive //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include "MW4Headers.hpp"
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#include "LBXWeaponSub.hpp"
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#include "MWTool.hpp"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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LBXWeaponSub__GameModel::ConstructGameModel(Script *script)
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{
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Check_Object(script);
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//
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//--------------
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// Set up stream
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//--------------
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//
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MemoryStream *model_stream = script->modelStream;
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Check_Object(model_stream);
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model_stream->AllocateBytes(sizeof(LBXWeaponSub__GameModel));
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ProjectileWeapon__GameModel::ConstructGameModel(script);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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bool
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LBXWeaponSub__GameModel::ReadAndVerify(
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LBXWeaponSub__GameModel *model,
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ModelAttributeEntry *attribute_entry,
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const char *data,
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char **error,
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int error_buffer
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)
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{
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Check_Object(attribute_entry);
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bool result = false;
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bool valid_data = (*data != '\0');
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//
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//----------------------------------------
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//Read in the values from the data entered
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//----------------------------------------
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//
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result =
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ProjectileWeapon__GameModel::ReadAndVerify(
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model,
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attribute_entry,
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data,
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error,
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error_buffer
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);
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//
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//---------------------------
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//Verify all the model values
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//---------------------------
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//
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switch(attribute_entry->attributeID)
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{
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case DisipationStartAttributeID:
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{
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if(!valid_data)
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{
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Scalar value = 100.0f;
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attribute_entry->SetValue(model, &value);
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result = true;
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}
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if(model->m_disipationStart < 0.0f)
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{
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_snprintf(
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*error,
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error_buffer,
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"{[GameData]DisipationStart=%f}: value must be > 0!",
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model->m_disipationStart
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);
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result = false;
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}
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break;
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}
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case MaxDisipationAttributeID:
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{
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if(!valid_data)
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{
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Scalar value = 1.0f;
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attribute_entry->SetValue(model, &value);
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result = true;
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}
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if(model->m_maxDisipation < 0.0f)
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{
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_snprintf(
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*error,
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error_buffer,
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"{[GameData]MaxDisipation=%f}: value must be > 0!",
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model->m_maxDisipation
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);
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result = false;
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}
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break;
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}
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}
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return result;
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} |