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.
61 lines
2.0 KiB
C++
61 lines
2.0 KiB
C++
#pragma once
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#include <Stuff\Stuff.hpp>
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using namespace Stuff;
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namespace Adept {
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class Entity;
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};
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namespace gosFX {
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class Light;
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};
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extern bool GameInitilized;
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extern bool AllowBuild;
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extern bool AllowBldSkies; // jcem
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extern bool NoBldMissions; // jcem
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extern bool NeedResourceBuild;
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void _stdcall TerminateGameEngine();
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float ComputeTerrainElevation(float x,float z,Adept::Entity *ignore_entity=NULL);
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Adept::Entity *GetTopEntity(float x,float z,float& height);
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CString GetMissionScriptName();
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void SetMissionScriptName(const CString& script_name);
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void BindEntity(Adept::Entity *entity);
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void UnBindEntity(Adept::Entity *entity);
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void AddEntityToMap(Adept::Entity *entity,Stuff::LinearMatrix4D &mat);
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void RemoveEntityFromMap(Adept::Entity *entity);
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void MoveEntityTo(Adept::Entity *entity,Stuff::LinearMatrix4D &mat);
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const char*GetEntityScriptName(Adept::Entity *entity);
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void SetEntityScriptName(Adept::Entity *entity,char* script_name);
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void SetEntityName(Adept::Entity *entity,CString newname);
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void RemoveEntityFromNameTable(Adept::Entity *entity);
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void AddEntityAI(Adept::Entity *entity);
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void RemoveEntityAI(Adept::Entity *entity);
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void AddEntityToNameTable(Adept::Entity *entity);
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void MakeMissionNight(bool night);
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bool IsMissionNight();
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bool HasSkin(Adept::Entity *entity);
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char GetEntitySkin(Adept::Entity *entity);
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void SetEntitySkin(Adept::Entity *entity,char skin);
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void AdoptFogColors();
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void AddLightToMap(gosFX::Light *light);
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void RemoveLightFromMap(gosFX::Light *light);
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Scalar GetWaterLevel();
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void MakeFileWriteable(CString str);
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void LoadSkys(CComboBox *ctrl);
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bool HasCollsion(Adept::Entity *entity);
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CString DaySkyName();
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CString NightSkyName();
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void SetDaySky(CString sname);
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void SetNightSky(CString sname);
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float GetFarClip();
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int GetSkinCount();
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int EntitiesInTile(int x,int y);
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CString GetSkinName(char skin);
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CString GetNthSkinName(int val);
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char GetNthSkin(int val);
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void TranslateMissionNameBackIfNecessary(CString &mis_name);
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CString GetMissionName();
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void RunEula(); |