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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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