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.
53 lines
1.7 KiB
C++
53 lines
1.7 KiB
C++
//===========================================================================//
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// File: Command.hpp //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 12/15/97 DPB Create file //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1997, Virtual World Entertainment, Inc. //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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#pragma once
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#include <Stuff\StuffHeaders.hpp>
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//This is the command class. It is the base class for all commands
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//It contains two virtual functions that must be overridden in
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//the next layer. It also stores all the entites that are currently
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//selected for the command to process. There will be an extern
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//that stores the current command. This way all areas know what
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//they need to do. It is also there for the Undo and Redo Functionality
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class CSelectionNode;
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class Command :
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public Plug
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{
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public:
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Command();
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virtual ~Command();
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virtual void
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Execute();
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virtual void
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Undo();
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virtual void
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Delete();
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void
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TestInstance();
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public:
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Stuff::ChainOf<CSelectionNode *>
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selectedEntities;
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Stuff::Point3D
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cursorPosition;
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};
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extern Command
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*Current_Command;
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