Or will it only work purely on the structures created in a .dll plugin, eg. can I script some EQ2 stuff without using a isxeq2 plugin, not worried about reading into memory information ?
Or should I just shut up?

Moderators: Lavish Software Team, Moderators
Code: Select all
#include <iostream>
class Car {
public:
char Ignition;
char WheelsTurning;
char Stopped;
//Constructor - Deconstructor
Car();
~Car();
void startCar(void);
void setMotion(void);
void stopCar(void);
};
Car::Car() {
Ignition = 0;
WheelsTurning = 0;
Stopped = 1;
}
Car::~Car() {
}
void Car::startCar(void) {
if(Ignition == 0) {
Ignition = 1;
std::cout << "Started car engine..." << std::endl;
} else {
std::cout << "Could not start engine as Car is already running!..." << std::endl;
}
}
void Car::setMotion(void) {
if(Ignition == 1) {;
WheelsTurning = 1;
Stopped = 0;
std::cout<< "Wheels are moving!..." << std::endl;
} else {
std::cout << "Ignition not started! Cannot turn wheels." << std::endl;
}
}
void Car::stopCar(void) {
if((WheelsTurning == 1) && (Ignition == 1)) {
WheelsTurning = 0;
Ignition = 0;
Stopped = 1;
std::cout << "Stopped Car!" << std::endl;
} else {
std::cout << "Could not stop car as Car it is in motion!" << std::endl;
}
}
void main(void) {
Car Ferrari;
std::cout << "<<Running Car Version 1.0>>" << std::endl << std::endl;
Ferrari.startCar();
Ferrari.setMotion();
Ferrari.stopCar();
Ferrari.setMotion();
Ferrari.stopCar();
Ferrari.startCar();
Ferrari.setMotion();
Ferrari.startCar();
}