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.
60 lines
1.6 KiB
C++
60 lines
1.6 KiB
C++
#include "AdeptHeaders.hpp"
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#include "VideoHeaders.hpp"
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#include "Tool.hpp"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ConeComponent::ClassData*
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ConeComponent::CreateFactoryRequest(FactoryRequestParameters *parameters)
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{
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Check_Object(parameters);
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//
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//-------------------------------------------------------------------------
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// Allocate enough room for what we need to write out, then call our parent
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//-------------------------------------------------------------------------
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//
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MemoryStream *component_stream = parameters->m_stream;
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Check_Object(component_stream);
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component_stream->AllocateBytes(sizeof(ConeComponent));
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Check_Object(Resource::ParentFileDependencies);
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//
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//----------------------------
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// Let our parent do its thing
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//----------------------------
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//
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bool result = BaseClass::CreateFactoryRequest(parameters) != NULL;
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Page *page = parameters->m_page;
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Check_Object(page);
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Scalar length;
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page->GetEntry("Length", &length, true);
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*component_stream << length;
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Scalar start_falloff;
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page->GetEntry("StartFalloff", &start_falloff, true);
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*component_stream << start_falloff;
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Scalar end_falloff;
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page->GetEntry("EndFalloff", &end_falloff, true);
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*component_stream << end_falloff;
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Scalar angle;
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page->GetEntry("Angle", &angle, true);
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*component_stream << angle;
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RGBAColor color;
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page->GetEntry("StartColor", &color, true);
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*component_stream << color;
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RGBAColor color2;
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page->GetEntry("EndColor", &color2, true);
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*component_stream << color2;
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Check_Object(DefaultData);
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return (result) ? DefaultData : NULL;
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}
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