Files
Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
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.
2026-06-24 21:28:16 -05:00

77 lines
2.4 KiB
C++

//===========================================================================//
// File: MLRStuff.hpp //
// Project: Adept Brick: ??? //
// Contents: ??? //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 00/00/00 XXX Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1995-1998, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#pragma once
#include <Stuff\Stuff.hpp>
namespace gosFX
{
//
//--------------
// gosFX classes
//--------------
//
enum {
EffectClassID = Stuff::FirstgosFXClassID,
ParticleCloudClassID,
PointCloudClassID,
SpinningCloudClassID,
ShardCloudClassID,
PertCloudClassID,
CardCloudClassID,
ShapeCloudClassID,
EffectCloudClassID,
SingletonClassID,
CardClassID,
ShapeClassID,
TubeClassID,
DebrisCloudClassID,
PointLightClassID,
BeamClassID,
FlareClassID,
SpriteCloudClassID,
FirstFreegosFXClassID,
};
enum {CurrentGFXVersion = 25};
int
ReadGFXVersion(Stuff::MemoryStream *erf_stream);
void
WriteGFXVersion(Stuff::MemoryStream *erf_stream);
void InitializeClasses(Stuff::NotationFile *startup_ini=NULL);
void TerminateClasses(Stuff::NotationFile *startup_ini=NULL);
extern HGOSHEAP Heap;
extern const Stuff::LinearMatrix4D &Effect_Into_Motion;
extern const Stuff::LinearMatrix4D &Effect_Against_Motion;
DECLARE_TIMER(extern, Animation_Time);
DECLARE_TIMER(extern, Draw_Time);
extern DWORD Point_Count;
extern DWORD Shard_Count;
extern DWORD Pert_Count;
extern DWORD Card_Count;
extern DWORD Shape_Count;
extern DWORD Profile_Count;
extern DWORD Beam_Count;
extern DWORD Flare_Count;
}
#include "Fcurve.hpp"