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.
47 lines
687 B
Plaintext
47 lines
687 B
Plaintext
fsm StockDestroyObjective : integer;
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const
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#include_ <content\ABLScripts\mwconst.abi>
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type
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#include_ <content\ABLScripts\mwtype.abi>
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var
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static ObjectID objective;
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function CheckIfObjectiveDestroyed(ObjectID obj) : integer;
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var
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ObjectID who_killed;
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code
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if (obj <> -1) then
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if (IsDead(obj) == true) then
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who_killed = WhoDestroyed(obj);
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// TODO: objective dead
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endif;
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endif;
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endfunction;
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function init;
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code
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objective = -1;
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SetupScoring_DestroyObjective;
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endfunction;
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state startState;
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code
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CheckIfObjectiveDestroyed(objective);
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endstate;
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state deadState;
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code
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endstate;
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endfsm.
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