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.
44 lines
1.6 KiB
C++
44 lines
1.6 KiB
C++
//===========================================================================//
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// File: MWPlayer_Tool.cpp //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 09/09/98 JSE Inital base class based off of Shadowrun/Adept //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1998, Fasa Interactive //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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 "MW4Headers.hpp"
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#include "MWPlayer.hpp"
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#include "MWTool.hpp"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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MWPlayer*
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MWPlayer::ToolMake(
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FactoryRequestParameters *parameters,
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Connection *owner
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)
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{
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MWPlayer *new_entity = new MWPlayer(DefaultData, parameters, owner, NULL);
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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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MWPlayer::MWPlayer(
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ClassData *class_data,
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FactoryRequestParameters *parameters,
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Connection *owner,
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ElementRenderer::Element *element
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):
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Player(class_data, parameters, owner, element)
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{
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Check_Pointer(this);
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Check_Object(parameters);
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}
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