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firestorm/Gameleap/code/mw4/Code/MW4/Narc.hpp
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98 lines
2.5 KiB
C++

#pragma once
#include "MW4.hpp"
#include "StickyMover.hpp"
namespace MechWarrior4
{
//##########################################################################
//############################ Narc ##################################
//##########################################################################
//-------------------------------------------------------------------------
// The following helper classes must always be typedef'd or overriden by an
// inheritor
//
typedef StickyMover__ExecutionStateEngine Narc__ExecutionStateEngine;
typedef StickyMover__GameModel Narc__GameModel;
typedef StickyMover__ClassData Narc__ClassData;
typedef StickyMover__Message Narc__Message;
typedef StickyMover__CreateMessage Narc__CreateMessage;
//----------------------- End of inheritance stuff ------------------------
class Narc:
public StickyMover
{
public:
static void
InitializeClass();
static void
TerminateClass();
typedef StickyMover BaseClass;
//##########################################################################
// Inheritance support
//
public:
typedef Narc__ClassData ClassData;
typedef Narc__GameModel GameModel;
typedef Narc__Message Message;
typedef Narc__ExecutionStateEngine ExecutionStateEngine;
typedef Narc__CreateMessage CreateMessage;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Run-time Construction and Destruction Support
//
public:
static Narc*
Make(
CreateMessage *message,
ReplicatorID *base_id
);
Narc(
ClassData *class_data,
CreateMessage *message,
ReplicatorID *base_id,
ElementRenderer::Element *element
);
~Narc();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class Data support
//
public:
static ClassData
*DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Game Model support
//
public:
const GameModel*
GetGameModel()
{return Cast_Pointer(const GameModel*, gameModelResource.GetPointer());}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Execution Support
//
public:
void
OnActiveTimeStart();
void
OnActiveTimeEnd();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Support
//
public:
void
TestInstance() const;
};
}