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.
40 lines
697 B
C++
40 lines
697 B
C++
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#pragma once
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#include "MW4.hpp"
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#include "hudcomp.hpp"
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namespace MechWarrior4
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{
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class Objective;
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class HUDObjective : public HUDComponent
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{
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protected:
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struct ObjectiveData
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{
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HUDText *m_Text;
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Objective *m_Objective;
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ObjectiveData (HUDText *p1,Objective *p2)
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{
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m_Text = p1;
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m_Objective = p2;
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}
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};
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typedef HUDComponent inherited;
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stlport::vector<ObjectiveData> m_Objectives;
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void DrawImplementation(void);
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void AddObjective (Objective *obj);
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void KillList (void);
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public:
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HUDObjective();
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~HUDObjective();
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virtual void Reset (void);
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};
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}
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