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.
126 lines
3.1 KiB
C++
126 lines
3.1 KiB
C++
#include "MW4Headers.hpp"
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#include "Beagle.hpp"
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#include "Vehicle.hpp"
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#include "Sensor.hpp"
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#include "SubsystemClassData.hpp"
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//#############################################################################
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//############################### Beagle ##############################
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//#############################################################################
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Beagle::ClassData*
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Beagle::DefaultData = NULL;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Beagle::InitializeClass()
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{
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Verify(!DefaultData);
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DefaultData =
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new ClassData(
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BeagleClassID,
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"MechWarrior4::Beagle",
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Subsystem::DefaultData,
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0, NULL,
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(Entity::Factory)Make,
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(Entity::CreateMessage::Factory)CreateMessage::ConstructCreateMessage,
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ExecutionStateEngine::DefaultData,
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(Entity::GameModel::Factory)GameModel::ConstructGameModel,
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NULL,
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(Entity::GameModel::ReadAndVerifier)GameModel::ReadAndVerify,
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(Entity::GameModel::ModelWrite)GameModel::WriteToText,
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(Entity::GameModel::ModelSave)GameModel::SaveGameModel,
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(Subsystem::StreamCreate) CreateStream
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);
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Register_Object(DefaultData);
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DIRECT_GAME_MODEL_ATTRIBUTE(
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Beagle__GameModel,
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TargeterMissileLockPercent,
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m_targeterMissileLockPercent,
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Scalar
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);
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DIRECT_GAME_MODEL_ATTRIBUTE(
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Beagle__GameModel,
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HolderMissileLockPercent,
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m_holderMissileLockPercent,
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Scalar
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);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Beagle::TerminateClass()
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{
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Unregister_Object(DefaultData);
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delete DefaultData;
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DefaultData = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Beagle*
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Beagle::Make(
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CreateMessage *message,
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ReplicatorID *base_id
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)
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{
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Check_Object(message);
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gos_PushCurrentHeap(Heap);
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Beagle *new_entity =
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new Beagle(DefaultData, message, base_id, NULL);
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gos_PopCurrentHeap();
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Check_Object(new_entity);
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return new_entity;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Beagle::Beagle(
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ClassData *class_data,
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CreateMessage *message,
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ReplicatorID *base_id,
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ElementRenderer::Element *element
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):
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Subsystem(class_data, message, base_id, element)
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{
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Check_Object(message);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Beagle::DestroySubsystem()
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{
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Check_Object(this);
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MWObject *vehicle = GetParentVehicle();
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Check_Object(vehicle);
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if(vehicle->IsDerivedFrom(Vehicle::DefaultData))
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{
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Vehicle *parent_vehicle = Cast_Object(Vehicle *, vehicle);
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parent_vehicle->DestroyBeagle();
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Sensor *sensor = parent_vehicle->GetSensor();
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sensor->SetSensorMode(parent_vehicle->GetSensorMode() ,parent_vehicle->DoesHaveBeagle());
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Beagle::~Beagle()
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{
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Beagle::TestInstance() const
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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