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.
133 lines
3.3 KiB
C++
133 lines
3.3 KiB
C++
#pragma once
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#include "MW4.hpp"
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#include "WeaponMover.hpp"
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namespace Adept{class Effect;}
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namespace MechWarrior4
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{
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class Explosive;
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//##########################################################################
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//########################### Explosive::GameModel ####################
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//##########################################################################
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class Explosive__GameModel:
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public WeaponMover__GameModel
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{
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public:
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Stuff::Scalar
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timerLength;
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enum {
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TimerLengthAttributeID = WeaponMover__GameModel::NextAttributeID,
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NextAttributeID
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};
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static bool
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ReadAndVerify(
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Explosive__GameModel *model,
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ModelAttributeEntry *attribute_entry,
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const char *data,
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char **error,
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int error_buffer = 128
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);
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static void
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ConstructGameModel(Script *script);
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};
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//##########################################################################
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//############################ Explosive #############################
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//##########################################################################
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//-------------------------------------------------------------------------
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// The following helper classes must always be typedef'd or overriden by an
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// inheritor
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//
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typedef WeaponMover__ClassData Explosive__ClassData;
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typedef WeaponMover__Message Explosive__Message;
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typedef WeaponMover__CreateMessage Explosive__CreateMessage;
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typedef WeaponMover__ExecutionStateEngine Explosive__ExecutionStateEngine;
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//----------------------- End of inheritance stuff ------------------------
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class Explosive:
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public WeaponMover
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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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typedef WeaponMover BaseClass;
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//##########################################################################
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// Inheritance support
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//
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public:
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typedef Explosive__ClassData ClassData;
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typedef Explosive__GameModel GameModel;
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typedef Explosive__Message Message;
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typedef Explosive__ExecutionStateEngine ExecutionStateEngine;
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typedef Explosive__CreateMessage CreateMessage;
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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 Explosive*
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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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Explosive(
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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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~Explosive();
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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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{return Cast_Pointer(const GameModel*, gameModelResource.GetPointer());}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Execution Support
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//
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public:
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void
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PreCollisionExecute(Stuff::Time till);
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void
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PostCollisionExecute(Stuff::Time till);
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void
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DealSplashDamage(const CollisionData *data);
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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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