virtual
SimObjectType* Exec( SimObjectType* targetList );
virtual
void Display( VirtualDisplay *activeDisplay );
void SetGridVisible(BOOL flag) {mGridVisible = flag;};
// State Access Functions
int HasActivity (void)
{return detectionList[0].entity != NULL;};
int LaunchIndication (void)
{return missileActivity;};
int IsPriority (void)
{return priorityMode;};
int TargetSep (void)
{return targetSep;};
int ShowUnknowns (void)
{return showUnknowns;};
int ShowNaval (void)
{return showNaval;};
int ShowSearch (void)
{return showSearch;};
int IsFiltered (FalconEntity
*);
int ManualSelect (void);
int LightSearch (void);
int LightUnknowns (void);
virtual
void TogglePriority (void)
{priorityMode = !priorityMode;};
virtual
void ToggleTargetSep (void);
virtual
void ToggleUnknowns (void)
{showUnknowns = !showUnknowns;};
virtual
void ToggleNaval (void)
{showNaval
= !showNaval;};
virtual
void ToggleSearch (void)
{showSearch
= !showSearch;};
virtual
void SelectNextEmitter (void);
virtual
void ToggleLowAltPriority (void)
{lowAltPriority = !lowAltPriority;};
virtual
void ToggleAutoDrop(void)
{};
protected:
int
flipFactor;
// -1 when AC is upside down, 1 when normal
int
mGridVisible;
//
Button States
int
priorityMode;
int
targetSep;
int
showUnknowns;
int
showNaval;
int
showSearch;
int missileActivity;
int newGuy;
// Select low or high altitude
priority
virtual
void AutoSelectAltitudePriority(void);
// Output Functions
void DrawStatusSymbol( int
);
void DrawGrid( void );
void DrawContact( DetectListElement
*record );
void DoAudio( DetectListElement
*record );