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.
54 lines
1.3 KiB
C++
54 lines
1.3 KiB
C++
#include "MW4Headers.hpp"
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#include "mw4.hpp"
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#include <Adept\Resource.hpp>
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#include <Stuff\NotationFile.hpp>
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#include "abl.h"
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#include "AI_Groups.hpp"
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#include "dropship.hpp"
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#include "moverai.hpp"
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namespace ABL
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{
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extern TypePtr IntegerTypePtr;
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}
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namespace MW4AI
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{
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bool BoardDropShip (stlport::vector<MoverAI *>& GroupList,Dropship *drop)
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{
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stlport::vector<MoverAI *>::iterator groupiter,iter;
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bool done = true;
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for (groupiter = GroupList.begin ();groupiter != GroupList.end ();groupiter++)
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{
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Check_Object ((*groupiter));
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if ((*groupiter)->DropState () != MoverAI::DROP_DONE)
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done = false;
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}
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if (done)
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return true;
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done = true;
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for (groupiter = GroupList.begin ();groupiter != GroupList.end ();groupiter++)
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{
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if ((*groupiter)->DropState () == MoverAI::DROP_NOT_ACTIVE)
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done = false;
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}
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if (!done) // start up dropship board
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{
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int id;
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for (id=0,groupiter = GroupList.begin ();groupiter != GroupList.end ();groupiter++,id++)
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{
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int count;
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for (count=0,iter = GroupList.begin ();iter != GroupList.end ();iter++,count++)
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(*groupiter)->AddDropshipBoarder (count,(*iter));
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(*groupiter)->CreateDropShipPoints (id,drop);
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(*groupiter)->PrepareBoardDropShip ();
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}
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}
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return false;
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}
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}
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