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.
37 lines
809 B
C++
37 lines
809 B
C++
#pragma once
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#include "ElementProxies.hpp"
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#include <Proxies\Process.hpp>
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namespace ElementProxies {
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class ElementGroupProxy;
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class ElementPolygonMeshProxy;
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class ElementSceneProxy;
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class SetExplicitFogModeProcess:
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public Proxies::Process
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{
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public:
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SetExplicitFogModeProcess()
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{}
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SetExplicitFogModeProcess(Stuff::NotationFile *data_file):
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Process(data_file)
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{}
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virtual void
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SetExplicitFogModeCallback(Proxies::GenericProxy* proxy)
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{}
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bool
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SetExplicitFogMode(Proxies::ChildProxy* child, int newFogMode);
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bool
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SetExplicitFogMode(ElementGroupProxy* group, int newFogMode);
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bool
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SetExplicitFogMode(ElementPolygonMeshProxy* mesh, int newFogMode);
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void
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SetExplicitFogMode(ElementSceneProxy* scene, int newFogMode);
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};
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}
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