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.
36 lines
802 B
C++
36 lines
802 B
C++
#pragma once
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#include "ElementRenderer.hpp"
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#if 1
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#define ELEMENT_RENDER(string) RENDER("Element::" string)
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#else
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#define ELEMENT_RENDER(string)
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#endif
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#if 0
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#define SYNC_LOGIC(string) LOGIC("Sync::" string)
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#else
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#define SYNC_LOGIC(string)
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#endif
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#include <MLR\MLRTexture.hpp>
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#include <MLR\MLRClipper.hpp>
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#include "CameraElement.hpp"
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#include "ShapeElement.hpp"
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#include "LODElement.hpp"
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#include "GridElement.hpp"
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#include "PointCloudElement.hpp"
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#include "TriangleCloudElement.hpp"
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#include "ScalableShapeElement.hpp"
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#include "ScreenQuadsElement.hpp"
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#include "gosFXElement.hpp"
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#include "LineCloudElement.hpp"
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#include "LightElement.hpp"
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#include "MultiLODElement.hpp"
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#include "ShapeLODElement.hpp"
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#include "TreeElement.hpp"
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#include "StateChange.hpp"
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