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.
61 lines
1.9 KiB
C++
61 lines
1.9 KiB
C++
//===========================================================================//
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// File: EntityAttribute.hpp //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 08/25/97 JMA Infrastructure changes //
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// 08/25/97 ECH Infrastructure changes //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-97, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#pragma once
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#include "Adept.hpp"
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#include "Attribute.hpp"
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namespace Adept {
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//##########################################################################
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//#################### LocalToWorldAttributeEntry ####################
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//##########################################################################
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class LocalToWorldAttributeEntry:
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public AttributeEntry
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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public:
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LocalToWorldAttributeEntry(
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Entity::AttributeID attribute_ID,
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const char *attribute_name
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);
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~LocalToWorldAttributeEntry();
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void
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TestInstance() const
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{}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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public:
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void
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GetValue(
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Entity *entity,
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void *new_value
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);
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bool
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GetChangedValue(
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Entity *entity,
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void *new_value,
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void *current_value,
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Scalar diff_threshold
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);
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};
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}
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