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.
32 lines
599 B
C++
32 lines
599 B
C++
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#pragma once
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#ifndef AI_DAMAGE_HPP
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#define AI_DAMAGE_HPP
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#include <Stuff\Scalar.hpp>
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namespace MechWarrior4
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{
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class MWObject;
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};
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namespace MW4AI
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{
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namespace Damage
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{
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int GetArmorDamage(MechWarrior4::MWObject& mwobject, int armor_zone);
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Stuff::Scalar GetHighResArmorLevel(MechWarrior4::MWObject& mwobject, int armor_zone);
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int GetInternalDamage(MechWarrior4::MWObject& mwobject, int internal_zone);
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Stuff::Scalar GetDamageRating(MechWarrior4::MWObject& mwobject);
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bool CanRepair(MechWarrior4::MWObject& mwobject);
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};
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};
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#endif // AI_DAMAGE_HPP
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