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.
64 lines
1.5 KiB
C++
64 lines
1.5 KiB
C++
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#pragma once
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#include "MW4.hpp"
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#include "hudcomp.hpp"
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#include <Adept\AudioCommand.hpp>
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#include <Adept\AudioRenderer.hpp>
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#include "lancemate.hpp"
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namespace MechWarrior4
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{
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class HUDComm : public HUDComponent
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{
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protected:
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typedef HUDComponent inherited;
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// stlport::vector<AI *> m_Lancemates;
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stlport::vector<HUDText *> m_LanceCommands;
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stlport::vector<HUDText *> m_LanceName;
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stlport::vector<HUDText *> m_LanceMech;
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int m_AnimLoc;
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Stuff::Time m_AnimTime;
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int m_ActiveLancemate;
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int Lancemate_Line_Size;
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// Stuff::Time m_VideoTime;
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// int m_VideoFrame;
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// bool m_PlayingVideo;
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int m_WhoTalking;
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SlotOf <AudioCommand *> m_CurAudio;
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void DrawImplementation(void);
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void ClearLancemates (void);
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bool IsTalker (LancematePlug *plug);
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public:
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HUDComm();
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~HUDComm();
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virtual void Reset (void);
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virtual void Update (Stuff::Time till);
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void SetupLancemates (void);
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void PlayVideo (int person,AudioCommand *command);
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void StopVideo (void);
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void SelectLancemate (int index)
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{ if (index == m_ActiveLancemate)
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m_ActiveLancemate = -1;
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else
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m_ActiveLancemate = index;
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}
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void SelectAllLancemates (void)
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{ m_ActiveLancemate = -2; }
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void DeselectLancemate (void)
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{ m_ActiveLancemate = -1; }
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bool LancemateSelected (void) const
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{ return m_ActiveLancemate != -1; }
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// int NumLancemates (void) const
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// { return m_Lancemates.size (); }
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Scalar BottomY (void) const;
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};
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}
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