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.
70 lines
2.0 KiB
C++
70 lines
2.0 KiB
C++
// 12/02/97 DPB First writing of //
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// 11/03/98 SMJ Modified for MW4 //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995-98, 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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 "MW4GameEd.h"
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#include <MW4\MWApplication.hpp>
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#include <MW4\MW4.hpp>
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//##########################################################################
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//##################### MW4GameEdApplication #########################
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//##########################################################################
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// typedef Application__LoadGameMessage MWGameEdApplication__LoadGameMessage;
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class MW4GameEdApplication:
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public MechWarrior4::MWApplication
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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public:
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// typedef MWGameEdApplication__LoadGameMessage LoadGameMessage;
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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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MW4GameEdApplication();
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~MW4GameEdApplication();
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static MW4GameEdApplication*
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Make();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Message Support
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//
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public:
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void
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LoadMissionResources(const char *mission_name);
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void
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LoadGameMessageHandler(int connection, Stuff::MemoryStream *message);
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void
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EnterRunningGameState(void* data);
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void
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PauseGameMessageHandler(const PauseGameMessage *message);
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Entity::CreateMessage *
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MakePlayerCreationMessage(int player_id);
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protected:
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static const MessageEntry
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MessageEntries[];
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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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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