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.
29 lines
660 B
C++
29 lines
660 B
C++
// EditorEntityData.h: interface for the CEditorEntityData class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_EDITORENTITYDATA_H__00806863_BE9B_11D3_8B36_00902712C9AE__INCLUDED_)
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#define AFX_EDITORENTITYDATA_H__00806863_BE9B_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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namespace Adept
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{
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class Entity;
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};
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class CEditorEntityData
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{
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public:
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Adept::Entity *entity;
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float VOffset;
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CEditorEntityData();
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virtual ~CEditorEntityData();
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};
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#endif // !defined(AFX_EDITORENTITYDATA_H__00806863_BE9B_11D3_8B36_00902712C9AE__INCLUDED_)
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