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
874 B
C++
40 lines
874 B
C++
|
|
#pragma once
|
|
|
|
#include "MW4.hpp"
|
|
#include "hudcomp.hpp"
|
|
|
|
namespace MechWarrior4
|
|
{
|
|
class Objective;
|
|
|
|
class HUDTimer : public HUDComponent
|
|
{
|
|
protected:
|
|
|
|
typedef HUDComponent inherited;
|
|
|
|
int m_Timer; // which timer in mwmission to use
|
|
int m_TimeOffset; // time value is subtracted from this to get display time
|
|
Objective *m_Objective; // where to get text to add
|
|
bool m_TimeOnLeft; // true if time is on the left, false on the right
|
|
HUDText *m_Text;
|
|
|
|
void DrawImplementation(void);
|
|
|
|
public:
|
|
HUDTimer();
|
|
~HUDTimer();
|
|
|
|
void Timer (int id)
|
|
{ m_Timer = id; }
|
|
void TimeOffset (int offset)
|
|
{ m_TimeOffset = offset; }
|
|
void Objective (Objective *obj)
|
|
{ m_Objective = obj; }
|
|
void TimeOnLeft (bool value)
|
|
{ m_TimeOnLeft = value; }
|
|
};
|
|
}
|
|
|