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.
31 lines
553 B
C++
31 lines
553 B
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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namespace MechWarrior4
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{
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class Objective;
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class HUDHelp : public HUDComponent
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{
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protected:
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typedef HUDComponent inherited;
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HUDText *m_Message;
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void DrawImplementation(void);
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Stuff::Time m_FlashTime;
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bool m_Flash;
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int m_FlashCount;
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public:
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HUDHelp();
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~HUDHelp();
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virtual void Reset (void);
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void NewMessage (Objective *mesg);
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virtual void Update (Stuff::Time till);
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};
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}
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