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.
59 lines
1.6 KiB
C++
59 lines
1.6 KiB
C++
#pragma once
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#include "MW4.hpp"
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#include "Subsystem.hpp"
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#include <Adept\EntityClassData.hpp>
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namespace MechWarrior4
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{
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class Entity__ClassData;
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//##########################################################################
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//##################### Subsystem::ClassData #########################
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//##########################################################################
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class Subsystem__ClassData:
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public Adept::Entity__ClassData
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{
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public:
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typedef Entity__ClassData BaseClass;
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Subsystem__ClassData(
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Stuff::RegisteredClass::ClassID class_id,
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const char* class_name,
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Adept::Replicator::ClassData *parent_class,
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int message_count,
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const Adept::Receiver::MessageEntry *message_handlers,
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Adept::Entity::Factory entity_factory,
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Adept::Entity::CreateMessage::Factory message_factory,
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Adept::Entity::ExecutionStateEngine::ClassData *execution_state,
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Adept::Entity::GameModel::Factory model_factory,
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Adept::Entity::GameModel::Factory obb_factory,
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Adept::Entity::GameModel::ReadAndVerifier verifier,
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Adept::Entity::GameModel::ModelWrite model_write_to_text,
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Adept::Entity::GameModel::ModelSave model_save_to_text,
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Subsystem::StreamCreate create_stream
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):
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Adept::Entity__ClassData(
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class_id,
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class_name,
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parent_class,
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message_count,
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message_handlers,
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entity_factory,
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message_factory,
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execution_state,
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model_factory,
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obb_factory,
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verifier,
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model_write_to_text,
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model_save_to_text
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)
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{
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streamCreate = create_stream;
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}
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Subsystem::StreamCreate
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streamCreate;
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};
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} |