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firestorm/Gameleap/code/mw4/Code/MW4/CameraShip_Tool.cpp
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2.3 KiB
C++

//===========================================================================//
// File: CameraShip_Tool.cpp
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 09/09/98 JSE Inital base class based off of Shadowrun/Adept
//---------------------------------------------------------------------------//
// Copyright (C) 1998, Fasa Interactive //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include "MW4Headers.hpp"
#include "CameraShip.hpp"
#include "MWTool.hpp"
#include <Adept\EntityManager.hpp>
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
CameraShip__CreateMessage::ConstructCreateMessage(Script *script)
{
Check_Object(script);
#if defined(_ARMOR)
int stack_level = Tool::Instance->GetStackLevel();
#endif
//Check_Object(Resource::ParentFileDependencies);
//
//--------------
// Set up stream
//--------------
//
MemoryStream *message_stream = script->messageStream;
Check_Object(message_stream);
message_stream->AllocateBytes(sizeof(CameraShip__CreateMessage));
Entity__CreateMessage::ConstructCreateMessage(script);
CameraShip__CreateMessage *message =
Cast_Pointer(
CameraShip__CreateMessage*,
message_stream->GetPointer()
);
message->messageLength = sizeof(*message);
Verify(stack_level == Tool::Instance->GetStackLevel());
}
void
CameraShip::SaveInstanceText(Page *page)
{
Check_Object(this);
Check_Object(page);
Entity::SaveInstanceText(page);
//
//-------------------------
// Save the Execution State
//-------------------------
//
int execution_state = executionState->GetState();
MString execution_state_text;
switch(execution_state)
{
case ExecutionStateEngine::CameraMotionState:
{
execution_state_text = "CameraMotionState";
break;
}
}
if (execution_state_text)
{
page->SetEntry("ExecutionState", execution_state_text);
}
}