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.
26 lines
425 B
C++
26 lines
425 B
C++
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#pragma once
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#ifndef AI_HITTESTING_HPP
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#define AI_HITTESTING_HPP
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#include "AI_FireParamPackage.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 MechWarrior4
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{
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class Weapon;
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};
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namespace MW4AI
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{
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std::pair<FireData,Stuff::Time> CalculateFireData(const FireParamPackage& fire_params,
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MechWarrior4::Weapon& weapon);
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};
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#endif // AI_HITTESTING_HPP
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