sda4: commit the Glaze developer hard-drive dump
Un-ignored: the dev drive is the ground truth the restoration and emulator work constantly reference (DPL3/LIBDPL + VRENDER i860 renderer source, BT/RP live+dev game trees, VGL_LABS pod boot, scene/audio content). Kept in-repo for the pod-owner community. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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#ifdef pazlib_h
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#else
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#define pazlib_h
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#include "pazpl5.h"
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/* scene calls */
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extern PAZSCENE currentScene;
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extern int PAZerrStatus;
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extern void PAZinit ( int device, int x_size, int y_size,
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int device_A, int device_B, int device_C,
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int magic_A, int magic_B, int magic_C, int processor_id );
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extern PAZSCENE PAZcreateScene ();
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extern PAZSCENE PAZdeleteScene ( PAZSCENE handle );
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extern void PAZsetScene ( PAZSCENE handle );
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/* object calls */
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extern int PAZcreateObjects ( char *s, OBJECT **objects );
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extern int PAZcreateBinObjects ( int *data, OBJECT **objects );
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extern PAZOBJECT PAZcreateObject ( char *s );
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extern PAZOBJECT PAZcreateBinObject ( int *data );
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extern int PAZdeleteObject ( PAZOBJECT o );
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extern void PAZreadBound ( PAZOBJECT o, POINT* bound );
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/* instance calls */
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extern PAZINST PAZcreateInstance ();
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extern PAZINST PAZdeleteInstance ( PAZINST inst );
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extern void PAZreadInstance ( PAZINST local );
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extern void PAZwriteInstance ( PAZINST local );
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/* lighting calls */
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extern PAZLIGHT PAZcreateLight ();
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extern PAZLIGHT PAZdeleteLight ( PAZLIGHT light );
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extern void PAZreadLight ( PAZLIGHT local );
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extern void PAZwriteLight ( PAZLIGHT local );
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extern void PAZinitLight ( PAZLIGHT v, int type,
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float a, float b, float c, float x, float y, float z );
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/* viewing calls */
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extern PAZVIEW PAZcreateView ();
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extern PAZVIEW PAZdeleteView ( PAZVIEW view );
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extern void PAZreadView ( PAZVIEW local );
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extern void PAZwriteView ( PAZVIEW local );
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extern void PAZinitView ( PAZVIEW v, float d, float near, float far, float x, float y,
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float aspect, int device );
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/* geometry calls */
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extern void PAZidMatrix ( MATRIX m );
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extern void PAZtranslate ( MATRIX m, float x, float y, float z, int post );
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extern void PAZrotate ( MATRIX m, float angle, int axis, int post );
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extern void PAZscale ( MATRIX m, float sx, float sy, float sz, int post );
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extern void PAZtranslatePair ( MATRIX f, MATRIX b, float x, float y, float z );
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extern void PAZrotatePair ( MATRIX f, MATRIX b, float angle, int axis );
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extern void PAZscalePair ( MATRIX f, MATRIX b, float sx, float sy, float sz );
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extern void PAZconcat ( MATRIX m, MATRIX a, MATRIX b, int post );
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/* miscellaneous control calls */
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extern void PAZrenderScene ( int me, int nodes );
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extern void PAZsetBackGND ( float r, float g, float b );
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/* heirarchies */
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extern INSTANCE *PAZlink ( INSTANCE *parent, INSTANCE *chain );
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extern INSTANCE *PAZnest ( INSTANCE *parent, INSTANCE *child );
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extern INSTANCE *PAZunlink ( INSTANCE *chain );
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extern INSTANCE *PAZunnest ( INSTANCE *child );
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extern void PAZdeleteTree ( INSTANCE *root );
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extern int PAZlinkName ( int parent, int chain );
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extern int PAZnestName ( int parent, int child );
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extern int PAZunlinkName ( int chain );
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extern int PAZunnestName ( int child );
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extern void PAZdeleteTreeName ( int root );
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#endif
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