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.
80 lines
1.5 KiB
C++
80 lines
1.5 KiB
C++
#pragma once
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#include "MW4.hpp"
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#include "Mech.hpp"
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namespace Adept
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{
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class Effect;
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}
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namespace MechWarrior4
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Gyro
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//
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typedef Adept::Receiver__ClassData Gyro__ClassData;
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typedef Adept::Receiver__Message Gyro__Message;
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class Gyro:
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public Adept::Receiver
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Inheritance Support
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//
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public:
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typedef Gyro__ClassData ClassData;
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typedef Gyro__Message Message;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction, Destruction, Testing
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//
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public:
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static void
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InitializeClass();
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static void
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TerminateClass();
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Gyro(Mech *parent);
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~Gyro();
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void
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Reuse();
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void
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TestInstance();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class Data support
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//
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public:
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static ClassData
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*DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Simulation support
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//
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public:
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void
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Execute();
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void
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FallDown(
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Mech::FallMode fall_mode,
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Stuff::Scalar delay
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);
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void
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AbortFall();
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Stuff::Scalar
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GetTimeTillFall(); // Will return -1.0 if not falling
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protected:
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Mech
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*m_parentMech;
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Stuff::Time
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m_fallDownTime;
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Mech::FallMode
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m_fallMode;
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};
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}
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