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.
92 lines
2.6 KiB
C++
92 lines
2.6 KiB
C++
//===========================================================================//
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// File: Command.cpp //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 12/15/97 DPB Created this kick ass file //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1997, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include "stdafx.h"
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#include "MW4GameEd.h"
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#include "Command.h"
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#include "Selection.h"
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Command*
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Current_Command = NULL;
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extern CMW4GameEdApp theApp;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Command::Command():
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Plug(Plug::DefaultData),
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selectedEntities(NULL)
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{
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CSelectionNode *selection_node;
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CSelectionNode *command_node;
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ChainIteratorOf<CSelectionNode*> iterator(&CSelectionList::Instance->selectionList);
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iterator.First();
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while((selection_node = iterator.ReadAndNext()) != NULL)
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{
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Check_Pointer(selection_node);
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command_node = new CSelectionNode(selection_node->selectedEntity);
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Register_Object(command_node);
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selectedEntities.Add(command_node);
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}
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theApp.m_MissionSaved = false;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Command::~Command()
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{
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Command::Execute()
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{
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//Nothing here. Need to override on higher layer
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Command::Undo()
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{
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//Nothing here. Need to override on higher layer
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Command::Delete()
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{
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CSelectionNode *selection_node;
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if (!selectedEntities.IsEmpty())
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{
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ChainIteratorOf<CSelectionNode*> iterator(&selectedEntities);
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iterator.First();
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while((selection_node = iterator.ReadAndNext()) != NULL)
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{
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Check_Object(selection_node->selectedEntity);
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selection_node->selectedEntity->SentenceToDeathRow();
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}
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Command::TestInstance()
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{
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}
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