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.
27 lines
723 B
C++
27 lines
723 B
C++
#include "AdeptHeaders.hpp"
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#include "Entity.hpp"
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//#############################################################################
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//################ Entity::ExecutionStateEngine ######################
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//#############################################################################
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Entity__ExecutionStateEngine*
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Entity__ExecutionStateEngine::ToolMake(
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Entity *entity,
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FactoryRequestParameters *parameters
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)
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{
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Check_Object(entity);
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Check_Object(parameters);
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parameters->stateEngineName = "ExecutionState";
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return
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new Entity__ExecutionStateEngine(
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DefaultData,
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entity,
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parameters
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);
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}
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