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.
147 lines
3.4 KiB
C++
147 lines
3.4 KiB
C++
#include "MW4Headers.hpp"
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#include "HeatSink.hpp"
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#include "HeatManager.hpp"
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#include "SubsystemClassData.hpp"
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//#############################################################################
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//############################### HeatSink ##############################
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//#############################################################################
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HeatSink::ClassData*
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HeatSink::DefaultData = NULL;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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HeatSink::InitializeClass()
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{
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Verify(!DefaultData);
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DefaultData =
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new ClassData(
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HeatSinkClassID,
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"MechWarrior4::HeatSink",
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Subsystem::DefaultData,
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0, NULL,
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(Entity::Factory)Make,
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(Entity::CreateMessage::Factory)CreateMessage::ConstructCreateMessage,
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ExecutionStateEngine::DefaultData,
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(Entity::GameModel::Factory)GameModel::ConstructGameModel,
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NULL,
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(Entity::GameModel::ReadAndVerifier)GameModel::ReadAndVerify,
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(Entity::GameModel::ModelWrite)GameModel::WriteToText,
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(Entity::GameModel::ModelSave)GameModel::SaveGameModel,
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(Subsystem::StreamCreate) CreateStream
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);
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Register_Object(DefaultData);
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DIRECT_GAME_MODEL_ATTRIBUTE(
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HeatSink__GameModel,
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HeatSinkPoints,
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m_heatSinkPoints,
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Scalar
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);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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HeatSink::TerminateClass()
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{
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Unregister_Object(DefaultData);
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delete DefaultData;
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DefaultData = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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HeatSink*
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HeatSink::Make(
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CreateMessage *message,
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ReplicatorID *base_id
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)
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{
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Check_Object(message);
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gos_PushCurrentHeap(Heap);
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HeatSink *new_entity =
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new HeatSink(DefaultData, message, base_id, NULL);
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gos_PopCurrentHeap();
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Check_Object(new_entity);
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return new_entity;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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HeatSink::HeatSink(
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ClassData *class_data,
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CreateMessage *message,
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ReplicatorID *base_id,
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ElementRenderer::Element *element
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):
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Subsystem(class_data, message, base_id, element)
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{
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Check_Object(message);
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heatSinkObject = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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HeatSink::~HeatSink()
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{
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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bool
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HeatSink::TakeCriticalHit()
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{
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Check_Object(this);
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//Don't do anything here
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return false;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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HeatSink::DestroySubsystem()
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{
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Check_Object(this);
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#if 0
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MWObject *mw_object = GetParentVehicle();
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Check_Object(mw_object);
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if(mw_object->m_heatManager)
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{
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if (Network::GetInstance()->AmIServer())
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mw_object->m_heatManager->heatObjects.Remove(heatSinkObject);
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}
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#endif
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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HeatSink::ConnectHeatManager(HeatManager *heat_manager)
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{
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Check_Object(this);
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Check_Object(heat_manager);
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if(heat_manager)
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{
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if (Network::GetInstance()->AmIServer())
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{
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const GameModel *model = GetGameModel();
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Check_Object(model);
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heatSinkObject = heat_manager->AddHeatObject(-model->m_heatSinkPoints, true);
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}
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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HeatSink::TestInstance() const
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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