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.
42 lines
840 B
C++
42 lines
840 B
C++
#pragma once
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#include "gosFX.hpp"
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#if 0
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#define GFX_LOGIC(string) LOGIC("gosFX::" string)
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#else
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#define GFX_LOGIC(string)
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#endif
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#if 0
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#define PARTICLE_LOGIC(string) GFX_LOGIC("AnimateParticle::" string)
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#else
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#define PARTICLE_LOGIC(string)
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#endif
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#if 0
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#define GFX_RENDER(string) RENDER("gosFX::" string)
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#else
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#define GFX_RENDER(string)
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#endif
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#include <MLR\MLRClipper.hpp>
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#include "Effect.hpp"
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#include "ParticleCloud.hpp"
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#include "PointCloud.hpp"
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#include "ShardCloud.hpp"
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#include "PertCloud.hpp"
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#include "ShapeCloud.hpp"
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#include "CardCloud.hpp"
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#include "EffectCloud.hpp"
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#include "EffectLibrary.hpp"
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#include "Card.hpp"
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#include "Shape.hpp"
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#include "Tube.hpp"
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#include "DebrisCloud.hpp"
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#include "PointLight.hpp"
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#include "Beam.hpp"
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#include "Flare.hpp"
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#include "SpriteCloud.hpp"
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