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.
41 lines
799 B
C++
41 lines
799 B
C++
#pragma once
|
|
|
|
#include "Proxies.hpp"
|
|
#include "Process.hpp"
|
|
|
|
namespace Proxies {
|
|
|
|
class GenericProxy;
|
|
|
|
class CoalesceTexturesProcess:
|
|
public Process
|
|
{
|
|
public:
|
|
CoalesceTexturesProcess(
|
|
Stuff::NotationFile *megatexture_file,
|
|
const char *megatexture_list,
|
|
bool s = true,
|
|
void* fcn = NULL
|
|
);
|
|
CoalesceTexturesProcess(
|
|
Stuff::NotationFile *megatexture_file,
|
|
const char *megatexture_list,
|
|
Stuff::NotationFile *config_file,
|
|
bool s = true,
|
|
void* fcn = NULL
|
|
);
|
|
~CoalesceTexturesProcess();
|
|
|
|
virtual void
|
|
CoalesceTexturesCallback(GenericProxy* proxy)
|
|
{}
|
|
static MStringChain*
|
|
MakeMegatextureChain(const char* megatexture_list);
|
|
|
|
Stuff::NotationFile
|
|
*megatextureFile;
|
|
MStringChain
|
|
*megatextureList;
|
|
};
|
|
}
|