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.
57 lines
1.3 KiB
C++
57 lines
1.3 KiB
C++
// EdObjective.h: interface for the EdObjective class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_EDOBJECTIVE_H__ED62766D_CF98_40E3_8DAF_C3C7563447A8__INCLUDED_)
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#define AFX_EDOBJECTIVE_H__ED62766D_CF98_40E3_8DAF_C3C7563447A8__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include "EdGameObject.h"
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namespace MechWarrior4
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{
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class Objective;
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};
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class EdObjective;
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using namespace MechWarrior4;
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class EdObjective : public EdGameObject
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{
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private:
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protected:
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void Copy(EdObjective &obj);
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Objective *GetObjective();
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public:
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EdGUIObject *Clone();
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CString GetDescriptionText();
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CString GetNeutralText();
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CString GetFailText();
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CString GetSuccessText();
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void SetDescriptionText(CString &text);
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void SetNeutralText(CString &text);
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void SetFailText(CString &text);
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void SetSuccessText(CString &text);
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bool GetVisible();
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bool GetHelpMessage();
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bool GetPrimary();
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int GetComLevel();
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void SetVisible(bool flag);
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void SetHelpMessage(bool flag);
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void SetPrimary(bool flag);
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void SetComLevel(int clevel);
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EdObjective();
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EdObjective(CString name);
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virtual ~EdObjective();
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};
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#endif // !defined(AFX_EDOBJECTIVE_H__ED62766D_CF98_40E3_8DAF_C3C7563447A8__INCLUDED_)
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