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.
39 lines
581 B
C++
39 lines
581 B
C++
#pragma once
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#include "Proxies.hpp"
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#include "Process.hpp"
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namespace Proxies
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{
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class GenericProxy;
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class LightProxy;
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class BurnLightsProcess:
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public Process
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{
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public:
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BurnLightsProcess();
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BurnLightsProcess(Stuff::NotationFile *data_file);
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virtual void
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FindLightsCallback(GenericProxy *proxy)
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{}
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virtual void
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BurnLightsCallback(GenericProxy *proxy)
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{}
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void
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DiscardLights();
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bool
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materialsAreWhite;
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Stuff::ChainOf<LightProxy*>
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lightsToBurn;
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Stuff::LinearMatrix4DStack
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matrixStack;
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};
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}
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