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
1.2 KiB
C++
58 lines
1.2 KiB
C++
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#pragma once
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#include "MW4.hpp"
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#include "hudcomp.hpp"
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namespace MechWarrior4
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{
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class Vehicle;
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class HUDMap : public HUDComponent
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{
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protected:
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struct ShotEntry
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{
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ObjectID entity;
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Stuff::Time timeadded;
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ShotEntry (ObjectID p1,Stuff::Time p2)
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{
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entity = p1;
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timeadded = p2;
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}
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};
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Stuff::SlotOf <Entity*> m_CurrentTarget;
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SlotOf<Vehicle*> vehiclePtr;
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typedef HUDComponent inherited;
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Stuff::Scalar m_TorsoTwist;
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int m_RadarMode;
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stlport::vector<ShotEntry> m_ShotList;
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bool OnShotList (ObjectID who);
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void DrawImplementation(void);
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void ConvertMapCoords (float& x,float& y);
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void ConvertMapCoords (Point3D& pt);
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//»óÈÆ ¾Õ
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bool hsh_fdraw;
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//»óÈÆ µÚ
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public:
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HUDMap();
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~HUDMap();
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virtual void Reset (void);
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virtual void Update(Stuff::Time till);
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void AddShot (ObjectID who);
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void SetVehicle(Vehicle *vehicle);
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void TorsoTwist (Stuff::Scalar value)
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{ m_TorsoTwist = value; }
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void CurrentTarget (Entity *obj)
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{
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m_CurrentTarget.Remove ();
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if (obj)
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m_CurrentTarget.Add (obj);
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}
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};
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}
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