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.
60 lines
1.2 KiB
C++
60 lines
1.2 KiB
C++
#pragma once
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#define MLR_MLRINFINITELIGHT_HPP
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#include "MLR.hpp"
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namespace MidLevelRenderer {
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//##########################################################################
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//#################### MLRInfiniteLight ##############################
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//##########################################################################
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class MLRInfiniteLight:
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public MLRLight
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{
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public:
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static void
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InitializeClass();
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static void
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TerminateClass();
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MLRInfiniteLight(ClassData *class_data=DefaultData);
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MLRInfiniteLight(
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ClassData *class_data,
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Stuff::MemoryStream *stream,
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int version
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);
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MLRInfiniteLight(
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ClassData *class_data,
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Stuff::Page *page
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);
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~MLRInfiniteLight();
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virtual void
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LightVertex(const MLRVertexData&);
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virtual void
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LightCenter(RGBAColor&);
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virtual LightType
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GetLightType()
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{ Check_Object(this); return InfiniteLight; }
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class Data Support
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//
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public:
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static ClassData
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*DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Testing
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//
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public:
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void
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TestInstance();
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protected:
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};
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}
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