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.
119 lines
2.9 KiB
C++
119 lines
2.9 KiB
C++
#pragma once
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#include "MW4.hpp"
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#include <Adept\Entity.hpp>
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namespace MechWarrior4
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{
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//##########################################################################
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//########################### DeathEntity::GameModel ##################
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//##########################################################################
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class DeathEntity__GameModel:
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public Adept::Entity::GameModel
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{
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public:
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int
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m_craterID;
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static void
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ConstructGameModel(Script *script);
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};
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typedef Adept::Entity__CreateMessage DeathEntity__CreateMessage;
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typedef Adept::Entity__ExecutionStateEngine DeathEntity__ExecutionStateEngine;
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typedef Adept::Entity__Message DeathEntity__Message;
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typedef Adept::Entity__ClassData DeathEntity__ClassData;
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//##########################################################################
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//########################## DeathEntity #############################
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//##########################################################################
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class DeathEntity:
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public Adept::Entity
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{
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public:
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static void
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InitializeClass();
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static void
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TerminateClass();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Run-time Construction and Destruction Support
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//
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public:
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typedef DeathEntity__CreateMessage CreateMessage;
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typedef DeathEntity__GameModel GameModel;
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typedef DeathEntity__Message Message;
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typedef DeathEntity__ClassData ClassData;
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typedef DeathEntity__ExecutionStateEngine ExecutionStateEngine;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Run-time Construction and Destruction Support
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//
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public:
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static DeathEntity*
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Make(
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CreateMessage *message,
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ReplicatorID *base_id
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);
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protected:
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DeathEntity(
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ClassData *class_data,
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CreateMessage *message,
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ReplicatorID *base_id,
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ElementRenderer::Element *element
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);
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~DeathEntity();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class Data support
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//
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protected:
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static Stuff::SortedChainOf<DeathEntity*, Stuff::Time>
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*DeathEntities;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class Data support
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//
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public:
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static ClassData
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*DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Game Model Support
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//
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public:
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const GameModel*
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GetGameModel()
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{
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Check_Object(this);
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return Cast_Pointer(const GameModel*,gameModelResource.GetPointer());
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Flag Support
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//
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public:
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enum
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{
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DefaultFlags = HermitMode
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Support
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//
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public:
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void
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TestInstance() const;
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};
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}
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