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.
22 lines
427 B
C++
22 lines
427 B
C++
#pragma once
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#define MLR_MLRCLIPTRICK_HPP
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#if !defined(STUFF_VECTOR4D_HPP)
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#include <Stuff\Vector4D.hpp>
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#endif
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// defined in MLRPrimitiveBase.cpp
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extern int clipTrick[6][2];
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inline void
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DoClipTrick(Vector4D& v, int ct)
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{
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v[clipTrick[ct][0]] = clipTrick[ct][1] ? v.w-SMALL : SMALL;
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}
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inline void
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DoCleanClipTrick(Vector4D& v, int ct)
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{
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v[clipTrick[ct][0]] = clipTrick[ct][1] ? v.w : 0.0f;
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}
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