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.
51 lines
2.1 KiB
C++
51 lines
2.1 KiB
C++
//===========================================================================//
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// File: BettyComponent_Tool.cpp //
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// Project: MUNGA Brick: Win95 Video Renderer //
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// Contents: Windows95 Layer Video Renderer //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 03/24/99 SMJ Initial coding. //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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#include "AdeptHeaders.hpp"
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#include "BettyComponent.hpp"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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BettyComponent::ClassData*
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BettyComponent::CreateFactoryRequest(FactoryRequestParameters *parameters,Entity::ClassData *class_data)
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{
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Check_Object(parameters);
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//
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//-------------------------------------------------------------------------
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// Allocate enough room for what we need to write out, then call our parent
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//-------------------------------------------------------------------------
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//
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MemoryStream *component_stream = parameters->m_stream;
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Check_Object(component_stream);
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component_stream->AllocateBytes(sizeof(BettyComponent));
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bool result = SoundComponent::CreateFactoryRequest(parameters,class_data) != NULL;
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//
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//-----------------------
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// Read the viewing state
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//-----------------------
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//
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Page *page = parameters->m_page;
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Check_Object(page);
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int bettyPriority = 0;
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page->GetEntry("BettyPriority", &bettyPriority);
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*component_stream << bettyPriority;
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Check_Object(DefaultData);
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return (result) ? DefaultData : NULL;
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}
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