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.
27 lines
426 B
C++
27 lines
426 B
C++
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#include "MW4Headers.hpp"
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#include "DamageDispatch.hpp"
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using namespace MechWarrior4;
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DamageDispatch* DamageDispatch::m_Instance = 0;
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bool DamageDispatch::m_GlobalInvulnerability = false;
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void
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DamageDispatch::SetGlobalInvulnerability(bool fInvulnerable)
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{
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m_GlobalInvulnerability = fInvulnerable;
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}
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bool
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DamageDispatch::GetGlobalInvulnerability()
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{
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return (m_GlobalInvulnerability);
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}
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