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
443 B
C++
22 lines
443 B
C++
#pragma once
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#include<Stuff\\Stuff.hpp>
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using namespace Stuff;
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#include<MLR\MLR.hpp>
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#include<MLR\\GosImage.hpp>
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#include<MLR\\GosImagePool.hpp>
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using namespace MidLevelRenderer;
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class PP2KTexturePool: public MidLevelRenderer::TGAFilePool
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{
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protected:
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NotationFile *HintFile;
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public:
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PP2KTexturePool(const char* path,const char* hint_file=NULL);
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bool LoadImageGOS(GOSImage *image, int i);
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~PP2KTexturePool();
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};
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