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.
58 lines
1.1 KiB
C++
58 lines
1.1 KiB
C++
#pragma once
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#include "MW4Headers.hpp"
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#include "MechLab.hpp"
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class CampaignMechLab :
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public MechLab
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{
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public:
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CampaignMechLab();
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~CampaignMechLab();
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int
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Exit();
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void
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ReInitialize();
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//Chassis Support
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int
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GetChassis(void *data[], int count);
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int
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GetMechs(void *data[], int count);
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int
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GetMechCount();
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int
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GetChassisCount();
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int
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SaveMech();
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int
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Restore();
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int
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Rename(void *data[], int count,const char *path=NULL);
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int
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SelectMech(void *data[], int count, const char *path);
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void
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SetUpWorkingMech(Entity *entity);
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int
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CreateNewMech(void *data[], int count, const char *path);
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int
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RemoveEquipmentFromList(Mech *mech);
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void
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AddEquipmentToList(Mech *mech);
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void
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AddSubsystemToMech(int *sub_type, int *zone, int *error);
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int
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AutoAddSubsystem(void *data[], int count);
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void
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RemoveSubsystemFromMech(int *sub_type, int *zone);
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void
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RemoveWeaponFromMech(int *sub_id, int *zone);
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int
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RemoveAllSubsystems();
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//Salvage/Equipment support
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void
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InitializeSubsystemsAvailable();
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};
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