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
1.0 KiB
C++
57 lines
1.0 KiB
C++
// NVGameObject.cpp: implementation of the NVGameObject class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "stdafx.h"
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#include "MW4GameEd2.h"
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#include "NVGameObject.h"
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#include "DrawInfo.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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NVGameObject::NVGameObject()
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{
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Visual=false;
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ScreenDiv=100;
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Changeable=false;
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}
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void NVGameObject::Draw(DrawInfo &dinf)
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{
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if (IsHidden())
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{
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return;
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}
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SetPen(dinf);
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int rad=GetScreenRadius(dinf.vinf);
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CPoint pnt=dinf.vinf.DataToScreen(GetPos());
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dinf.GetDC()->MoveTo(pnt.x,pnt.y-rad);
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dinf.GetDC()->LineTo(pnt.x+rad,pnt.y);
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dinf.GetDC()->LineTo(pnt.x,pnt.y+rad);
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dinf.GetDC()->LineTo(pnt.x-rad,pnt.y);
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dinf.GetDC()->LineTo(pnt.x,pnt.y-rad);
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}
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EdGUIObject *NVGameObject::Clone()
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{
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NVGameObject *obj=new NVGameObject;
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obj->Copy(*this);
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return obj;
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}
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NVGameObject::~NVGameObject()
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{
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}
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