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.
158 lines
3.9 KiB
C++
158 lines
3.9 KiB
C++
#include "MW4Headers.hpp"
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#include "FlameMover.hpp"
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#include "MWDamageObject.hpp"
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#include "MWApplication.hpp"
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#include <Adept\Map.hpp>
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#include <Adept\Effect.hpp>
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#include <Adept\EntityManager.hpp>
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#include <Adept\CollisionVolume.hpp>
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//#############################################################################
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//############################### FlameMover ############################
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//#############################################################################
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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FlameMover::ClassData*
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FlameMover::DefaultData = NULL;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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FlameMover::InitializeClass()
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{
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Verify(!DefaultData);
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DefaultData =
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new ClassData(
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FlameMoverClassID,
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"MechWarrior4::FlameMover",
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BaseClass::DefaultData,
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0, NULL,
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(Entity::Factory)Make,
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(Entity::CreateMessage::Factory)CreateMessage::ConstructCreateMessage,
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ExecutionStateEngine::DefaultData,
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(Entity::GameModel::Factory)GameModel::ConstructGameModel,
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NULL,
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(Entity::GameModel::ReadAndVerifier)GameModel::ReadAndVerify,
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(Entity::GameModel::ModelWrite)GameModel::WriteToText,
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(Entity::GameModel::ModelSave)GameModel::SaveGameModel
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);
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Register_Object(DefaultData);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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FlameMover::TerminateClass()
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{
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Unregister_Object(DefaultData);
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delete DefaultData;
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DefaultData = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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FlameMover*
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FlameMover::Make(
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CreateMessage *message,
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ReplicatorID *base_id
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)
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{
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Check_Object(message);
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gos_PushCurrentHeap(Heap);
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Check_Object(EntityManager::GetInstance());
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FlameMover *new_entity;
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Entity *entity = EntityManager::GetInstance()->RequestFromArmory(message->dataListID);
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if (entity)
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{
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new_entity = Cast_Object(FlameMover*, entity);
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new_entity->Reuse(message, base_id);
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}
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else
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new_entity = new FlameMover(DefaultData, message, base_id, NULL);
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gos_PopCurrentHeap();
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Check_Object(new_entity);
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return new_entity;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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FlameMover::FlameMover(
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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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WeaponMover(class_data, message, base_id, element)
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{
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Check_Pointer(this);
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Check_Object(message);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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FlameMover::~FlameMover()
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{
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DESTRUCTOR("FlameMover");
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Check_Object(this);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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FlameMover::PostCollision(const CollisionData *data)
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{
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Check_Object(this);
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//---------------------------------
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// Apply damage to the thing we hit
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//---------------------------------
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//
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// MSL 5.06 Armor Mode
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MWApplication *m_App;
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m_App = MWApplication::GetInstance ();
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m_ArmorMode = m_App->GetLocalNetParams()->m_armormodeOn;
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Entity::TakeDamageMessage damage_message(
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data->m_otherEntity->GetReplicatorID(),
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inflictingEntityID,
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damageAmount,
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m_ArmorMode,
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HeatDamageType, //Telling it that I am a heat type person
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data->m_normal,
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data->m_worldIntersectionPoint,
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heatAmount,
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false,
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itemID
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);
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data->m_otherEntity->Receive(&damage_message);
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SetNewLocalToParent(GetLocalToWorld());
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//
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//---------------------------------
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// Create the hit and damage decals
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//---------------------------------
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//
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CreateHitEffect(
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data->m_normal,
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data->m_worldIntersectionPoint,
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data->m_otherVolume->m_material
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);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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FlameMover::TestInstance() const
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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