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.
79 lines
2.3 KiB
C++
79 lines
2.3 KiB
C++
//===========================================================================//
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// File: CameraShip_Tool.cpp
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 09/09/98 JSE Inital base class based off of Shadowrun/Adept
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//---------------------------------------------------------------------------//
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// Copyright (C) 1998, Fasa Interactive //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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 "MW4Headers.hpp"
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#include "CameraShip.hpp"
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#include "MWTool.hpp"
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#include <Adept\EntityManager.hpp>
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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CameraShip__CreateMessage::ConstructCreateMessage(Script *script)
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{
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Check_Object(script);
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#if defined(_ARMOR)
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int stack_level = Tool::Instance->GetStackLevel();
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#endif
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//Check_Object(Resource::ParentFileDependencies);
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//
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//--------------
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// Set up stream
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//--------------
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//
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MemoryStream *message_stream = script->messageStream;
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Check_Object(message_stream);
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message_stream->AllocateBytes(sizeof(CameraShip__CreateMessage));
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Entity__CreateMessage::ConstructCreateMessage(script);
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CameraShip__CreateMessage *message =
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Cast_Pointer(
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CameraShip__CreateMessage*,
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message_stream->GetPointer()
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);
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message->messageLength = sizeof(*message);
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Verify(stack_level == Tool::Instance->GetStackLevel());
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}
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void
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CameraShip::SaveInstanceText(Page *page)
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{
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Check_Object(this);
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Check_Object(page);
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Entity::SaveInstanceText(page);
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//
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//-------------------------
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// Save the Execution State
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//-------------------------
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//
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int execution_state = executionState->GetState();
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MString execution_state_text;
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switch(execution_state)
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{
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case ExecutionStateEngine::CameraMotionState:
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{
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execution_state_text = "CameraMotionState";
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break;
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}
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}
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if (execution_state_text)
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{
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page->SetEntry("ExecutionState", execution_state_text);
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}
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}
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