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.
78 lines
1.6 KiB
C++
78 lines
1.6 KiB
C++
#pragma once
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#include "Adept.hpp"
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#include "ComponentHeaders.hpp"
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namespace Adept {
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class Interface;
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class Replicator;
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//#########################################################################
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//########################## EarComponent ##############################
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//#########################################################################
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class EarComponent:
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public Component
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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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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Constructor/Destructor
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//
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protected:
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EarComponent(
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ClassData *class_data,
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Stuff::MemoryStream *stream,
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RendererComponentWeb *owning_web,
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Interface *camera_interface
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);
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public:
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static EarComponent*
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Make(
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MemoryStream *stream,
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RendererComponentWeb *owning_web
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);
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~EarComponent();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Virtual data
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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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// Component support
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//
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protected:
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// Stuff::Scalar cullingRange;
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public:
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void
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Execute();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test support
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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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