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.
36 lines
711 B
C++
36 lines
711 B
C++
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#pragma once
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#ifndef GROUPCONTAINER_HPP
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#define GROUPCONTAINER_HPP
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#include "Group.hpp"
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#pragma warning (push)
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#include <stlport\map>
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#pragma warning (pop)
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namespace MechWarrior4
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{
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class MWObject;
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class GroupContainer
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{
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public:
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void AddObjectToGroup(MWObject& object, Group::identifier group);
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void RemoveObjectFromGroup(MWObject& object, Group::identifier group);
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const Group& GetGroup(Group::identifier group) const;
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Group& GetGroup(Group::identifier group);
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bool GroupExists(Group::identifier group) const;
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private:
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typedef std::map<Group::identifier,Group> groups_container;
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groups_container m_groups;
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};
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};
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#endif // GROUPCONTAINER_HPP
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