Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS

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.
This commit is contained in:
Cyd
2026-06-24 21:28:16 -05:00
commit 2b8ca921cb
66341 changed files with 7923174 additions and 0 deletions
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//===========================================================================//
// File: D3DRMVideoRenderables.cpp //
// Project: MUNGA Brick: Win95 Video Renderer //
// Contents: GOS95 Layer Video Renderer //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 03/13/97 JTR Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1997, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include "AdeptHeaders.hpp"
#include "LightComponent.hpp"
#include "EntityClassData.hpp"
#include <MLR\MLRLight.hpp>
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
LightComponent::ClassData*
LightComponent::CreateFactoryRequest(
FactoryRequestParameters *parameters,
Entity::ClassData *class_data
)
{
Check_Object(parameters);
Check_Object(class_data);
//
//-------------------------------------------------------------------------
// Allocate enough room for what we need to write out, then call our parent
//-------------------------------------------------------------------------
//
MemoryStream *component_stream = parameters->m_stream;
Check_Object(component_stream);
component_stream->AllocateBytes(sizeof(LightComponent));
//
//----------------------------
// Let our parent do its thing
//----------------------------
//
bool result = BaseClass::CreateFactoryRequest(parameters) != NULL;
//
//------------------------------------
// Find the parent object for the mesh
//------------------------------------
//
Page *page = parameters->m_page;
Check_Object(page);
int attribute_id = -1;
const char* attribute_name;
if (page->GetEntry("IntensityAttribute", &attribute_name))
{
Check_Object(class_data);
const AttributeEntry *attribute_entry =
class_data->attributeTable.GetAttributeEntry(attribute_name);
if (attribute_entry == NULL)
{
STOP((
"%s: {[%s]IntensityAttribute=%s}: Unknown attribute!",
page->GetNotationFile()->GetFileName(),
page->GetName(),
attribute_name
));
result = false;
}
else
{
Check_Object(attribute_entry);
if (attribute_entry->attributeType != ScalarClassID)
{
PAUSE((
"%s: {[%s]IntensityAttribute=%s}: Attribute is not correct type!",
page->GetNotationFile()->GetFileName(),
page->GetName(),
attribute_name
));
result = false;
}
else
attribute_id = attribute_entry->attributeID;
}
}
//
//-----------------------------
// Read the light from the file
//-----------------------------
//
MidLevelRenderer::WriteMLRVersion(component_stream);
MidLevelRenderer::MLRLight* light = MidLevelRenderer::MLRLight::Make(page);
Check_Object(light);
light->Save(component_stream);
delete light;
*component_stream << attribute_id;
Check_Object(DefaultData);
return (result) ? DefaultData : NULL;
}