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.
108 lines
2.6 KiB
C++
108 lines
2.6 KiB
C++
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#include "MW4Headers.hpp"
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#include "BeamEntity.hpp"
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#include "MWObject.hpp"
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#include "MWTool.hpp"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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BeamEntity__GameModel::ConstructGameModel(Script *script)
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{
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Check_Object(script);
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//
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//--------------
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// Set up stream
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//--------------
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//
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MemoryStream *model_stream = script->modelStream;
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Check_Object(model_stream);
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model_stream->AllocateBytes(sizeof(BeamEntity__GameModel));
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Entity__GameModel::ConstructGameModel(script);
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BeamEntity__GameModel *model =
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Cast_Pointer(BeamEntity__GameModel*, model_stream->GetPointer());
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//
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//------------------------------
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// Set up the model file pointer
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//------------------------------
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//
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NotationFile *model_file = script->modelFile;
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Check_Object(model_file);
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model->hitEffectMaterialTable = ResourceID::Null;
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Page *page = model_file->GetPage("GameData");
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Check_Object(page);
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NotationFile effects_file;
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if (page->GetEntry("HitEffectsFile", &effects_file))
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{
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FileDependencies *old_deps = Resource::ParentFileDependencies;
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FileDependencies effect_deps(*effects_file.GetFileDependencies());
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Resource::ParentFileDependencies = &effect_deps;
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model->hitEffectMaterialTable = MWObject__GameModel::CreateEffectTableResource(&effects_file, MaterialCount);
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Resource::ParentFileDependencies = old_deps;
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old_deps->AddDependencies(&effect_deps);
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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bool
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BeamEntity__GameModel::ReadAndVerify(
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BeamEntity__GameModel *model,
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ModelAttributeEntry *attribute_entry,
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const char *data,
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char **error,
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int error_buffer
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)
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{
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Check_Object(attribute_entry);
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bool result = false;
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bool valid_data = (*data != '\0');
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//
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//----------------------------------------
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//Read in the values from the data entered
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//----------------------------------------
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//
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result =
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Entity__GameModel::ReadAndVerify(
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model,
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attribute_entry,
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data,
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error,
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error_buffer
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);
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//
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//---------------------------
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//Verify all the model values
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//---------------------------
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//
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switch(attribute_entry->attributeID)
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{
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case HitEffectResourceAttributeID:
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{
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if(!valid_data)
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{
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ResourceID value = ResourceID::Null;
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attribute_entry->SetValue(model, (void *)&value);
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result = true;
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}
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break;
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}
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case DamageDecalResourceAttributeID:
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{
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if(!valid_data)
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{
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ResourceID value = ResourceID::Null;
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attribute_entry->SetValue(model, (void *)&value);
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result = true;
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}
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break;
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}
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}
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return result;
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} |