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.
40 lines
710 B
C++
40 lines
710 B
C++
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#pragma once
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#ifndef AI_RADIOSQUAD_HPP
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#define AI_RADIOSQUAD_HPP
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#include "AI_Squad.hpp"
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#pragma warning(push)
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#include <stlport\map>
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#pragma warning(pop)
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namespace MW4AI
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{
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namespace Squad
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{
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class RadioSquad
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: public AI
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{
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DERIVED_SquadAI;
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public:
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RadioSquad();
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virtual ~RadioSquad();
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ID GetID() const;
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private:
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void UpdateIsShotCommunications(const MechWarrior4::Group& group);
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private:
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typedef std::pair<const Adept::ObjectID, Stuff::Time> is_shot_notifier;
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typedef std::map<const Adept::ObjectID, Stuff::Time> is_shot_notifier_list;
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is_shot_notifier_list m_IsShotNotifiers;
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};
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};
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};
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#endif // AI_RADIOSQUAD_HPP
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