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.
105 lines
2.3 KiB
C++
105 lines
2.3 KiB
C++
#if !defined(MAXPROXIES_MAXPROXIES_HPP)
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#define MAXPROXIES_MAXPROXIES_HPP
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#include <Stuff\Stuff.hpp>
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#include <Proxies\Proxies.hpp>
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#pragma pack(push,8)
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#undef Min
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#undef Max
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#pragma warning(push)
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#if !defined(I_INCLUDED_MAX_H)
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#ifdef STRICT // Already defined by stdafx,
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#undef STRICT // so we avoid warning linking msg
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#endif
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#include <Max.h>
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#define I_INCLUDED_MAX_H
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#if !defined(I_INCLUDED_DECOMP_H)
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#include <decomp.h>
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#define I_INCLUDED_DECOMP_H
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#endif
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#if !defined(I_INCLUDED_STDMAT_H)
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#include <STDMAT.H>
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#define I_INCLUDED_STDMAT_H
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#endif
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#if !defined(I_INCLUDED_BMMLIB_H)
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#include <BMMLIB.H>
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#define I_INCLUDED_BMMLIB_H
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#endif
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#if !defined(I_INCLUDED_BITMAP_H)
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#include <BITMAP.H>
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#define I_INCLUDED_BITMAP_H
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#endif
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#endif
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#pragma warning(pop)
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#pragma pack(pop)
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#define START_FPU_CHECK() \
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_clear87(); \
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_control87(_MCW_EM - (_EM_INVALID|_EM_ZERODIVIDE|_EM_OVERFLOW), _MCW_EM);
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#define STOP_FPU_CHECK() \
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_control87(_MCW_EM, _MCW_EM);
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#define Clear_Fpu() \
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_clear87();
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namespace MAXProxies {
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enum {
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MAXSceneClassID = Stuff::FirstMAXProxiesClassID,
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MAXGroupClassID,
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MAXPolygonMeshClassID,
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MAXVertexClassID,
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MAXPolygonClassID,
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MAXIndexClassID,
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MAXStateClassID,
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MAXTextureClassID,
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MAXLightClassID,
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MAXStateLibraryClassID,
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MAXTextureLibraryClassID,
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FirstFreeMAXProxiesClassID
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};
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void InitializeClasses();
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void TerminateClasses();
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}
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#if FirstFreeMAXProxiesClassID > FirstSIStuffClassID
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#error MAXProxies class IDs have overrun their allocated space!
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#endif
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#if !defined(NO_PRECOMPILED_HEADERS)
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#include <MAXProxies\MAXScene.hpp>
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#include <MAXProxies\MAXGroup.hpp>
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#include <MAXProxies\MAXState.hpp>
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#include <MAXProxies\MAXPolygon.hpp>
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#include <MAXProxies\MAXLight.hpp>
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#include <MAXProxies\MAXVertex.hpp>
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#include <MAXProxies\MAXPolygonMesh.hpp>
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#include <MAXProxies\MAXIndex.hpp>
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#include <MAXProxies\MAXTexture.hpp>
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#include <MAXProxies\FindMAXErrors.hpp>
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#include <MAXProxies\FlattenMAXHierarchy.hpp>
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#include <MAXProxies\MAXStateSort.hpp>
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#include <MAXProxies\MAXCleanHierarchy.hpp>
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#include <MAXProxies\MAXCopy.hpp>
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#endif
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#endif
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