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.
34 lines
602 B
C++
34 lines
602 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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class FlattenHierarchyProcess:
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public Process
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{
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public:
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FlattenHierarchyProcess(GroupProxy *parent_group=NULL):
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parentGroup(parent_group)
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{}
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FlattenHierarchyProcess(
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Stuff::NotationFile *data_file,
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bool bSuppress = true,
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void* fcn = NULL,
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GroupProxy *parent_group=NULL
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):
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Process(data_file, bSuppress, fcn),
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parentGroup(parent_group)
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{}
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virtual void
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FlattenHierarchyCallback(GenericProxy* proxy)
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{}
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GroupProxy
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*parentGroup;
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};
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}
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