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.
52 lines
795 B
C++
52 lines
795 B
C++
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#include "MW4Headers.hpp"
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#include "AI_Graveyard.hpp"
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using namespace MW4AI;
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Graveyard::Graveyard()
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{
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}
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Graveyard::~Graveyard()
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{
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}
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void Graveyard::NotifyCreated(Adept::ObjectID id)
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{
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{for (grave_list::iterator i = m_Graves.begin();
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i != m_Graves.end();
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++i)
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{
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if ((*i).id == id)
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{
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m_Graves.erase(i);
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return;
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}
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}}
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}
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void Graveyard::NotifyDeceased(Adept::ObjectID id, Adept::ObjectID destroyer, Stuff::Scalar time_of_death)
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{
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#ifdef LAB_ONLY
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{for (grave_list::iterator i = m_Graves.begin();
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i != m_Graves.end();
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++i)
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{
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Verify((*i).id != id);
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}}
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#endif
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Grave grave(id,destroyer,time_of_death);
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m_Graves.push_back(grave);
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}
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const grave_list& Graveyard::GetGraves() const
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{
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return (m_Graves);
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}
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