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.
69 lines
2.1 KiB
C++
69 lines
2.1 KiB
C++
//===========================================================================//
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// File: cmpnnt.hh //
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// Project: MUNGA Brick: Watcher //
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// Contents: //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- -----------------------------------------------------------//
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// 12/14/94 ECH Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#pragma once
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#include "Adept.hpp"
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#include "ComponentWeb.hpp"
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#include "AudioRenderer.hpp"
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namespace Adept {
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//##########################################################################
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//######################## AudioComponentWeb #############################
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//##########################################################################
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class AudioComponentWeb:
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public RendererComponentWeb
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{
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public:
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static void
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InitializeClass();
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static void
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TerminateClass();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Constructor/Destructor
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//
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public:
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AudioComponentWeb(
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ClassData *class_data,
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Entity *entity,
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Renderer *renderer,
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const ResourceID &script_id,
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AudioComponentWeb *parent_web = NULL
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);
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~AudioComponentWeb();
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void
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TestInstance();
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AudioRenderer*
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GetRenderer()
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{Check_Object(this); return Cast_Object(AudioRenderer*,owningRenderer);}
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void
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SetInterest(bool rendered);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class Data Support
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//
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public:
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static ClassData
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*DefaultData;
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};
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}
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