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.
325 lines
7.4 KiB
C++
325 lines
7.4 KiB
C++
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#pragma once
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#include "MW4.hpp"
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#include "Subsystem.hpp"
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namespace Adept
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{
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class Effect;
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class Site;
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}
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namespace MechWarrior4
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{
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class Mech;
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class MWMover;
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class JumpJet;
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void JumpJetSecurityCheckStart();
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void JumpJetSecurityCheckStop();
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//##########################################################################
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//############### JumpJet::ExecutionStateEngine ######################
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//##########################################################################
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class JumpJet__ExecutionStateEngine:
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public Subsystem__ExecutionStateEngine
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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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typedef Subsystem__ExecutionStateEngine BaseClass;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Run-time Construction and Destruction Support
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//
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public:
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typedef JumpJet__ExecutionStateEngine*
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(*Factory)(
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JumpJet *jump_jet,
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FactoryRequest *request
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);
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static JumpJet__ExecutionStateEngine*
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Make(
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JumpJet *jump_jet,
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FactoryRequest *request
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);
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protected:
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JumpJet__ExecutionStateEngine(
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ClassData *class_data,
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JumpJet *jump_jet,
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FactoryRequest *request
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);
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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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// State stuff
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//
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public:
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enum {
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JumpingState = Subsystem__ExecutionStateEngine::StateCount,
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RechargingState,
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StateCount
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};
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int
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RequestState(
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int new_state,
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void* data = NULL
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);
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protected:
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static const StateEntry
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StateEntries[];
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Support
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//
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public:
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void
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TestInstance() const;
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};
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//##########################################################################
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//##################### JumpJet::GameModel ############################
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//##########################################################################
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class JumpJet__GameModel;
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class JumpJet__GameModel:
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public Subsystem__GameModel
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{
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public:
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typedef Subsystem__GameModel BaseClass;
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Stuff::Scalar
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m_rechargeTime,
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m_burnTime,
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m_flightTime,
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m_slipDistance;
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enum {
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RechargeTimeAttributeID = Subsystem__GameModel::NextAttributeID,
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BurnTimeAttributeID,
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FlightTimeAttributeID,
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SlipDistanceAttributeID,
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NextAttributeID
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};
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static bool
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ReadAndVerify(
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JumpJet__GameModel *model,
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ModelAttributeEntry *attribute_entry,
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const char *data,
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char **error,
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int error_buffer = 128
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);
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static void
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ConstructGameModel(Script *script);
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};
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typedef Subsystem__ClassData JumpJet__ClassData;
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typedef Subsystem__Message JumpJet__Message;
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typedef Subsystem__CreateMessage JumpJet__CreateMessage;
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//##########################################################################
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//########################### JumpJet #################################
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//##########################################################################
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class JumpJet:
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public Subsystem
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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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//##########################################################################
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// Inheritance support
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//
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public:
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typedef JumpJet__ClassData ClassData;
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typedef JumpJet__GameModel GameModel;
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typedef JumpJet__Message Message;
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typedef JumpJet__ExecutionStateEngine ExecutionStateEngine;
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typedef JumpJet__CreateMessage CreateMessage;
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typedef Subsystem BaseClass;
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friend ExecutionStateEngine;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Run-time Construction and Destruction Support
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//
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public:
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static JumpJet*
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Make(
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CreateMessage *message,
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ReplicatorID *base_id
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);
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void
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Respawn(Entity::CreateMessage *message);
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void
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CommonCreation(CreateMessage *message);
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protected:
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JumpJet(
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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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~JumpJet();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class Data & Game Model Support
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//
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public:
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const GameModel*
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GetGameModel()
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{return Cast_Pointer(const GameModel*, gameModelResource.GetPointer());}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared 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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PreCollisionExecute(Stuff::Time till);
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void
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PostCollisionExecute(Stuff::Time till);
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void
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DestroySubsystem();
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bool
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TakeCriticalHit();
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bool
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ConnectSubsystem();
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bool
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DisconnectSubsystem();
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int
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RequestJumpJetsOn()
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{
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Check_Object(this); Check_Object(executionState);
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return executionState->RequestState(ExecutionStateEngine::JumpingState);
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}
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int
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RequestJumpJetsOff()
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{
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Check_Object(this); Check_Object(executionState);
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return executionState->RequestState(ExecutionStateEngine::RechargingState);
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}
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void
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SetJumpJetData(const Adept::ResourceID& jump_effect, const ResourceID& initial_effect,
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Adept::Site *left_site, Adept::Site *right_site)
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{
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m_jumpJetEffectResource = jump_effect;
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m_initialJumpJetEffectResource = initial_effect;
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m_leftJumpJetSite = left_site;
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m_rightJumpJetSite = right_site;
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}
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Stuff::Scalar CalcBurnTime (Stuff::Scalar distance,Stuff::Scalar heightdelta,Stuff::Scalar forwardvel);
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protected:
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void
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CleanUpEffects();
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void
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CreateJumpJetEffects();
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void
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CreateInitialJumpEffects();
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Adept::ResourceID
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m_jumpJetEffectResource;
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Adept::ResourceID
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m_initialJumpJetEffectResource;
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Stuff::SlotOf<Effect *>
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m_leftJumpJetEffect;
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Stuff::SlotOf<Effect *>
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m_rightJumpJetEffect;
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Stuff::SlotOf<Effect *>
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m_initialLeftJumpJetEffect;
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Stuff::SlotOf<Effect *>
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m_initialRightJumpJetEffect;
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Adept::Site
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*m_leftJumpJetSite;
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Adept::Site
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*m_rightJumpJetSite;
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bool m_needToCreateEffects;
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bool m_needToCreateInitialEffects;
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Mech *m_parentMech;
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Stuff::Scalar
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m_rechargeRate,
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m_acceleration,
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m_slide;
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Stuff::Scalar
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m_currentEncryptedCharge,
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m_currentReadOnlyCharge; // for hud.
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public:
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Stuff::Scalar CurrentCharge (void) const
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{ return DECRYPT(m_currentEncryptedCharge); }
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Stuff::Scalar *CurrentChargePtr (void)
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{ return &m_currentEncryptedCharge; }
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Stuff::Scalar GetMaxCharge()
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{
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const GameModel *model = GetGameModel();
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Check_Object(model);
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return model->m_burnTime;
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}
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void SetCurrentCharge(Stuff::Scalar charge)
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{ m_currentEncryptedCharge = ENCRYPT(charge); }
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Support
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//
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public:
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void
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TestInstance() const;
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};
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inline
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JumpJet__ExecutionStateEngine::JumpJet__ExecutionStateEngine(
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ClassData *class_data,
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JumpJet *jump_jet,
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FactoryRequest *request
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):
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Subsystem__ExecutionStateEngine(class_data, jump_jet, request)
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{
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}
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}
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