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.
91 lines
2.1 KiB
C++
91 lines
2.1 KiB
C++
#pragma once
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#include "MW4.hpp"
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#include <Adept\Entity.hpp>
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namespace MechWarrior4
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{
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typedef Adept::Entity__CreateMessage VOEntity__CreateMessage;
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typedef Adept::Entity__GameModel VOEntity__GameModel;
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typedef Adept::Entity__ExecutionStateEngine VOEntity__ExecutionStateEngine;
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//##########################################################################
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//########################## VOEntity ################################
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//##########################################################################
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class VOEntity:
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public Adept::Entity
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{
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public:
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static void
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InitializeClass();
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static void
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TerminateClass();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Run-time Construction and Destruction Support
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//
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public:
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typedef VOEntity__CreateMessage CreateMessage;
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typedef VOEntity__GameModel GameModel;
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typedef VOEntity__ExecutionStateEngine ExecutionStateEngine;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Run-time Construction and Destruction Support
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//
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public:
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static VOEntity*
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Make(
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CreateMessage *message,
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ReplicatorID *base_id
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);
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~VOEntity();
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protected:
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VOEntity(
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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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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Attribute Support
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//
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public:
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enum{
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VoiceOverAttributeID = Entity::NextAttributeID,
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NextAttributeID
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};
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int
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voiceOverAttribute;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Simmulation support
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//
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public:
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void PlayVoiceOver();
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void StopVoiceOver();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class Data support
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//
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public:
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static ClassData
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*DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Support
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//
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public:
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void
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TestInstance() const;
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};
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}
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