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.
97 lines
2.0 KiB
C
97 lines
2.0 KiB
C
#ifndef GLOBALFLAGS_H
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#define GLOBALFLAGS_H
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enum
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{
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SHOW_FRIENDLY = 1 << 0,
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SHOW_NEUTRAL = 1 << 1,
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SHOW_ENEMY = 1 << 2,
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SHOW_VEHICLES = 1 << 3,
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SHOW_MECHS = 1 << 4,
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SHOW_AIRPLANES = 1 << 5,
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SHOW_NONCOMS = 1 << 6,
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SHOW_BUILDINGS = 1 << 7,
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SHOW_CULTURALS = 1 << 8,
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SHOW_CAMERASHIPS= 1 << 9,
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SHOW_DROPZONES = 1 << 10,
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SHOW_NAVPOINTS = 1 << 11,
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SHOW_AI_NONE = 1 << 12,
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SHOW_AI = 1 << 13,
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SHOW_MOVERAI = 1 << 14,
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SHOW_COMBATAI = 1 << 15,
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SHOW_NONCOMAI = 1 << 16,
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SHOW_SHOOTERAI = 1 << 17,
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SHOW_MECHAI = 1 << 18,
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SHOW_PLANEAI = 1 << 19,
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SHOW_PATHS = 1 << 20,
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SHOW_LATTICE = 1 << 21,
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SHOW_BOUNDS = 1 << 22,
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SHOW_WATER = 1 << 23,
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SHOW_FX = 1 << 24,
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SHOW_LIGHTS = 1 << 25,
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SHOW_FLAGS = 1 << 26,
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SHOW_TEAMS = 1 << 27
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};
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enum
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{
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TAGI_NAME = 0,
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TAGI_TYPE ,
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TAGI_ALIGNMENT ,
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TAGI_AINAME ,
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TAGI_AITYPE ,
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TAGI_HOVER_ELEVATION ,
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TAGI_SKINTYPE ,
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TAGI_MODIFIED ,
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TAGI_SCRIPT ,
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TAGCOUNT
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};
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enum
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{
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TAG_NAME = 1<< TAGI_NAME,
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TAG_TYPE = 1<<TAGI_TYPE,
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TAG_ALIGNMENT = 1<<TAGI_ALIGNMENT,
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TAG_AINAME = 1<<TAGI_AINAME,
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TAG_AITYPE = 1<<TAGI_AITYPE,
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TAG_HOVER_ELEVATION = 1<<TAGI_HOVER_ELEVATION,
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TAG_SKINTYPE = 1<<TAGI_SKINTYPE,
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TAG_MODIFIED = 1<<TAGI_MODIFIED,
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TAG_SCRIPT = 1<<TAGI_SCRIPT
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};
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#define TAG_ALLTAGS (TAG_NAME|TAG_TYPE|TAG_ALIGNMENT|TAG_AINAME|TAG_AITYPE|TAG_HOVER_ELEVATION|TAG_SKINTYPE|TAG_MODIFIED|TAG_SCRIPT)
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// NOTE: this enum must exactly match the ordering of the icons in the constructor in ObjectManagerDlg.cpp
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enum
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{
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ICON_NONE = 0,
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ICON_MECH = 1,
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ICON_VEHICLE = 2,
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ICON_AIRPLANE = 3,
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ICON_BUILDING = 4,
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ICON_NONCOM = 5,
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ICON_CULTURAL = 6,
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ICON_NAVPOINT = 7,
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ICON_CAMERASHIP = 8,
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ICON_DROPZONE = 9,
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ICON_LATTICE = 10,
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ICON_PATH = 11,
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ICON_NODE = 12,
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ICON_MISSION = 13,
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ICON_GROUP = 14,
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ICON_BOUND = 15,
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ICON_WATER = 16,
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ICON_POINTLIGHT = 17,
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ICON_AMBIENTLIGHT = 18,
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ICON_SPOTLIGHT = 19,
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ICON_INFINITELIGHT = 20,
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ICON_LOOKUPLIGHT = 21,
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ICON_FXGEN = 22,
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ICONCOUNT
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};
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#endif |