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
1.4 KiB
C++
65 lines
1.4 KiB
C++
#pragma once
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#include "MW4.hpp"
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namespace MechWarrior4
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{
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class Subsystem;
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//##########################################################################
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//######################## MaterialEffectHolder #####################
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//##########################################################################
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class MaterialEffectHolder:
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public Stuff::Plug
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction, Destruction, Testing
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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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static void
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ConstructStream(
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Stuff::MemoryStream *stream,
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Stuff::NotationFile *model_file
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);
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void
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LoadEffectsChain(Stuff::MemoryStream *stream);
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MaterialEffectHolder(
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ClassData *class_data,
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Stuff::MemoryStream *stream
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);
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~MaterialEffectHolder();
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void
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TestInstance() const;
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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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// Simulation support
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//
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public:
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Adept::ResourceID
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GetEffectResource(int material);
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static int
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MaterialTypeTextToAscii(const char *mode_name);
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private:
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Stuff::SortedChainOf<Stuff::PlugOf<Adept::ResourceID>*, int>
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effectChain;
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};
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} |