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.
175 lines
4.5 KiB
C++
175 lines
4.5 KiB
C++
#pragma once
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#include "MW4.hpp"
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#include "WeaponMover.hpp"
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namespace MechWarrior4
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{
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//##########################################################################
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//################## LBXMover::CreateMessage #########################
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//##########################################################################
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class LBXMover__CreateMessage:
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public WeaponMover__CreateMessage
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{
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public:
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Stuff::Scalar
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disipationStart;
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Stuff::Scalar
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maxDisipation;
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LBXMover__CreateMessage(
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size_t length,
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int priority,
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int message_flags,
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Stuff::RegisteredClass::ClassID class_id,
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int replicator_flags,
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const ResourceID& instance_id,
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const Stuff::LinearMatrix4D &creation_matrix,
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Stuff::Scalar age,
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int execution_state,
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int name_id,
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int entity_alignment,
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const Stuff::Motion3D &initial_velocity,
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const Stuff::Motion3D &initial_acceleration,
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Stuff::Scalar damage_amount,
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Stuff::Scalar heat_amount,
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Stuff::Scalar max_distance,
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// MSL 5.03 Min Distance
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// Stuff::Scalar min_distance,
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const Adept::ReplicatorID& inflicting_id,
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Stuff::Scalar splash_radius,
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Stuff::Scalar percentage_damage_direct_hit,
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Stuff::Scalar min_percentage_damage_sphere,
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Stuff::Scalar max_percentage_damage_sphere,
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int item_id,
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Stuff::Scalar disipation_start,
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Stuff::Scalar max_disipation
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):
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WeaponMover__CreateMessage(
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length,
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priority,
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message_flags,
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class_id,
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replicator_flags,
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instance_id,
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creation_matrix,
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age,
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execution_state,
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name_id,
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entity_alignment,
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initial_velocity,
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initial_acceleration,
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damage_amount,
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heat_amount,
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max_distance,
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// MSL 5.03 Min Distance
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// min_distance,
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inflicting_id,
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splash_radius,
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percentage_damage_direct_hit,
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min_percentage_damage_sphere,
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max_percentage_damage_sphere,
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item_id
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),
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disipationStart(disipation_start),
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maxDisipation(max_disipation)
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{}
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};
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//##########################################################################
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//############################ LBXMover ##############################
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//##########################################################################
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//-------------------------------------------------------------------------
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// The following helper classes must always be typedef'd or overriden by an
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// inheritor
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//
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typedef WeaponMover__GameModel LBXMover__GameModel;
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typedef WeaponMover__ClassData LBXMover__ClassData;
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typedef WeaponMover__Message LBXMover__Message;
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typedef WeaponMover__ExecutionStateEngine LBXMover__ExecutionStateEngine;
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//----------------------- End of inheritance stuff ------------------------
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class LBXMover:
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public WeaponMover
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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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typedef WeaponMover BaseClass;
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//##########################################################################
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// Inheritance support
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//
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public:
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typedef LBXMover__ClassData ClassData;
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typedef LBXMover__GameModel GameModel;
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typedef LBXMover__Message Message;
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typedef LBXMover__ExecutionStateEngine ExecutionStateEngine;
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typedef LBXMover__CreateMessage CreateMessage;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Run-time Construction and Destruction Support
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//
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public:
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static LBXMover*
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Make(
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CreateMessage *message,
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ReplicatorID *base_id
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);
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LBXMover(
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ClassData *class_data,
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CreateMessage *message,
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ReplicatorID *base_id,
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ElementRenderer::Element *element
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);
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~LBXMover();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class Data support
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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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// Game Model support
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//
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public:
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const GameModel*
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GetGameModel()
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{return Cast_Pointer(const GameModel*, gameModelResource.GetPointer());}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Execution Support
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//
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public:
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void
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PostCollision(Stuff::DynamicArrayOf<CollisionData> *collisions);
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public:
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Stuff::Scalar
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m_disipationStart;
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Stuff::Scalar
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m_maxDisipation;
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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() const;
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};
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}
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