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.
24 lines
791 B
C++
24 lines
791 B
C++
// PPLightManager.h: interface for the CPPLightManager class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_PPLIGHTMANAGER_H__EC0D0461_AEEB_11D3_8B36_00902712C9AE__INCLUDED_)
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#define AFX_PPLIGHTMANAGER_H__EC0D0461_AEEB_11D3_8B36_00902712C9AE__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include <GosFx\GosFx.hpp>
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class CPPLightManager : public gosFX::LightManager
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{
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public:
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CPPLightManager();
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virtual ~CPPLightManager();
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gosFX::Light *MakePointLight(const char* light_map=NULL,bool light_vertex=true);
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void ChangeLight(gosFX::Light *light,Info *info);
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void DeleteLight(gosFX::Light *light);
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};
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#endif // !defined(AFX_PPLIGHTMANAGER_H__EC0D0461_AEEB_11D3_8B36_00902712C9AE__INCLUDED_)
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