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.
60 lines
2.0 KiB
C++
60 lines
2.0 KiB
C++
//===========================================================================//
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// File: mode.hpp //
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// Project: MUNGA Brick: Controls Module //
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// Contents: Interface specification for Controls/Gauges modules //
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//---------------------------------------------------------------------------//
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// 09/09/98 JSE Inital base class based off of Shadowrun/Adept //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1998, Fasa Interactive //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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 "MW4.hpp"
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#include <Adept\ModeManager.hpp>
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namespace MechWarrior4
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{
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//#########################################################################
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//############################# SRModeManager #############################
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//#########################################################################
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class MWModeManager:
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public Adept::ModeManager
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{
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public:
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enum
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{
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StandardModeBit = ModeManager::NextBit,
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NextBit
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};
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#if NextBit > INT_BITS
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#error Too many flag bits requested!
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#endif
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enum
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{
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StandardMode = 1<<StandardModeBit
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};
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//-------------------------------------------------------------------
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// Construction/destruction/verification
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//-------------------------------------------------------------------
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public:
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MWModeManager(Adept::ModeMask initial_mask);
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//-------------------------------------------------------------------
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// String-to-Mode lookup
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//-------------------------------------------------------------------
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public:
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static Adept::ModeMask
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ModeStringLookup(const char *name);
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};
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}
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