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.
37 lines
574 B
C++
37 lines
574 B
C++
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#ifndef AI_FINDOBJECTCACHE_HPP
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#define AI_FINDOBJECTCACHE_HPP
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#include "AI_FireData.hpp"
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namespace MechWarrior4
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{
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class MWObject;
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};
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namespace MW4AI
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{
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class FindObjectCache
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{
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public:
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FindObjectCache(Stuff::Scalar time, FireData::HIT_RESULT hit_result)
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: m_RayCastTime(time)
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, m_HitResult(hit_result)
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{
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}
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const Stuff::Scalar m_RayCastTime;
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const FireData::HIT_RESULT m_HitResult;
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};
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class FindObjectList
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{
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public:
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std::vector<MechWarrior4::MWObject*> objects;
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};
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};
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#endif // AI_FINDOBJECTCACHE_HPP
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