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.
33 lines
618 B
C++
33 lines
618 B
C++
#pragma once
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#include "Proxies.hpp"
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namespace Proxies {
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class GenericProxy;
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class Process
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#if defined(_ARMOR)
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: public Stuff::Signature
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#endif
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{
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public:
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Process();
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Process(Stuff::NotationFile *data_file,bool bSuppress=true,void* fcn=NULL);
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Stuff::Scalar
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planeThicknessTolerance, // per meter of polygon area edge length
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duplicateVertexTolerance, // per square meter of polygon area
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colinearTolerance; // minimum edge cross product length
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bool
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continueProcess;
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bool
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suppress;
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void*
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errorfn;
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void
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TestInstance() const
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{}
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};
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}
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