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.
35 lines
641 B
C++
35 lines
641 B
C++
#pragma once
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#include "MAXProxies.hpp"
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#include <Proxies\FlattenHierarchy.hpp>
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namespace MAXProxies {
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class MAXFlattenHierarchyProcess:
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public Proxies::FlattenHierarchyProcess
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{
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public:
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MAXFlattenHierarchyProcess(bool bSuppress=true):
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FlattenHierarchyProcess(NULL, bSuppress, NULL),
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iPointer(NULL),
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progress(0)
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{}
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MAXFlattenHierarchyProcess(
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Stuff::NotationFile *data_file,
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Interface *i,
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int p,
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bool bSuppress = true,
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LPVOID fcn = NULL
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);
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void
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FlattenHierarchyCallback(Proxies::GenericProxy *proxy);
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Interface
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*iPointer;
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int
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progress;
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};
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}
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