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.
66 lines
1.3 KiB
C++
66 lines
1.3 KiB
C++
#pragma once
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#include "Adept.hpp"
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#include "VideoRenderer.hpp"
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#include "VideoComponent.hpp"
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namespace Adept {
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//#########################################################################
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//########################## ConeComponent ##############################
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//#########################################################################
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//
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class ConeComponent:
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public VideoComponent
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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 ClassData
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*DefaultData;
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typedef VideoComponent BaseClass;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Constructor/Destructor
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//
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protected:
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ConeComponent(
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ClassData *class_data,
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MemoryStream *stream,
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VideoComponentWeb *owning_web
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);
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static Element*
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ReadShape(MemoryStream *stream);
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~ConeComponent();
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public:
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static ConeComponent*
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Create(
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MemoryStream *stream,
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VideoComponentWeb *owning_web
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Accessors
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//
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public:
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void
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TestInstance();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Tool-related Functions
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//
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public:
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static ClassData*
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CreateFactoryRequest(FactoryRequestParameters *parameters);
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};
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}
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