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.
38 lines
699 B
C++
38 lines
699 B
C++
#include "MW4Headers.hpp"
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#include "Adept\AdeptHeaders.hpp"
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#include "mw4.hpp"
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#include "moverai.hpp"
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#include "Adept\Interface.hpp"
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#include "Adept\Application.hpp"
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#include "Adept\player.hpp"
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#include "torso.hpp"
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#include "aimovedata.hpp"
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using namespace MechWarrior4;
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using namespace MW4AI;
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#pragma warning (push)
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#include <algorithm>
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#pragma warning (pop)
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CSitData::CSitData (MW4AI::CRailGraph *graph,MoverAI *owner) : CMoveData (graph,owner)
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{
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m_MoveType = MOVE_SIT;
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}
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CSitData::~CSitData (void)
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{
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}
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void CSitData::Save (MemoryStream *stream)
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{
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CMoveData::Save (stream);
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}
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void CSitData::Load (MemoryStream *stream)
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{
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CMoveData::Save (stream);
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}
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