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.
65 lines
1.9 KiB
C++
65 lines
1.9 KiB
C++
//===========================================================================//
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// File: ElevationMap_Tool.cpp
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 12/21/98 BDB Inital base class based off of Adept Entity
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//---------------------------------------------------------------------------//
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// Copyright (C) 1998, Fasa Interactive //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include "MW4Headers.hpp"
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#if !defined(MW4ANIMATIONSYSTEM_HPP)
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#include <MW4AnimationSystem.hpp>
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#endif
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ElevationMap*
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ElevationMap::ToolMake(
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FactoryRequestParameters *parameters,
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CreationParameters *creation_parameters
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)
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{
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ElevationMap *new_entity;
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Entity__Make(&new_entity, DefaultData, parameters, creation_parameters);
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return new_entity;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ElevationMap::ElevationMap(
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ClassData *class_data,
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FactoryRequestParameters *parameters,
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CreationParameters *creation_parameters
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):
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Entity(class_data, parameters)
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{
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Check_Pointer(this);
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Check_Object(parameters);
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SetTemplateFlag();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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bool
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ElevationMap::CreateGameModel(GameModelParameters *parameters)
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{
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Check_Object(parameters);
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//
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//----------------------
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// Call inherited method
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//----------------------
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//
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bool result = Entity::CreateGameModel(parameters);
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Check_Object(DefaultData);
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return result;
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}
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