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.
53 lines
1.1 KiB
C++
53 lines
1.1 KiB
C++
#pragma once
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#include "MW4.hpp"
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namespace ElementRenderer
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{
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class ScreenQuadsElement;
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}
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namespace MechWarrior4
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{
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class GUILightAmp:
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public Stuff::Plug
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction, Destruction
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//
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public:
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GUILightAmp();
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~GUILightAmp();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Public Data
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//
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public:
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void Initialize();
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void ChangeResolution();
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void AdoptCamera(ElementRenderer::CameraElement *camera);
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void RemoveCamera();
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void Hide();
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void Show();
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void SetModifier (Stuff::Scalar mod);
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bool IsOn()
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{Check_Object(this); return isShown;}
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void NewVehicle();
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private:
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Stuff::SlotOf<ElementRenderer::ScreenQuadsElement *> m_screenTiles;
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Stuff::SlotOf<ElementRenderer::CameraElement *> s_Camera;
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bool s_MarkForAttach;
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int m_numTiles;
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bool isShown;
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Scalar m_CurrentMod;
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int m_LastScreenX,m_LastScreenY;
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//ElementRenderer::ScreenQuadsElement *m_ScreenTiles;
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Scalar m_Ratio;
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int m_Left_Over;
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void SetupTiles (void);
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};
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} |