Files
Cyd 2b8ca921cb 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.
2026-06-24 21:28:16 -05:00

37 lines
1017 B
C++

#pragma once
#include "ElementProxies.hpp"
#include <Proxies\Process.hpp>
namespace ElementProxies {
class ElementGroupProxy;
class ElementPolygonMeshProxy;
class ElementSceneProxy;
class SetExplicitLightingModeProcess:
public Proxies::Process
{
public:
SetExplicitLightingModeProcess()
{}
SetExplicitLightingModeProcess(Stuff::NotationFile *data_file):
Process(data_file)
{}
virtual void
SetExplicitLightingModeCallback(Proxies::GenericProxy* proxy)
{}
bool
SetExplicitLightingMode(Proxies::ChildProxy* child, MidLevelRenderer::MLRState::LightingMode newLightingMode);
bool
SetExplicitLightingMode(ElementGroupProxy* group, MidLevelRenderer::MLRState::LightingMode newLightingMode);
bool
SetExplicitLightingMode(ElementPolygonMeshProxy* mesh, MidLevelRenderer::MLRState::LightingMode newLightingMode);
void
SetExplicitLightingMode(ElementSceneProxy* scene, MidLevelRenderer::MLRState::LightingMode newLightingMode);
};
}