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.
29 lines
580 B
C++
29 lines
580 B
C++
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#pragma once
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#ifndef AI_STATISTICS_HPP
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#define AI_STATISTICS_HPP
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#include <Stuff\Scalar.hpp>
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namespace MW4AI
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{
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namespace Statistics
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{
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void Init();
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void Quit();
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bool Enabled();
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void SetEnabled(bool enabled);
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void NotifyDamageTaken(int receiver_id, int sender_id, float damage, int damage_type);
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void NotifyDestroyed(int destroyed_id);
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void NotifyObjective(char* objective_name, bool succeeded);
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void NotifyToHitRoll(int shooter_id, float base_to_hit, float modified_to_hit, float rolled);
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};
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};
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#endif // AI_STATISTICS_HPP
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