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.
46 lines
1.5 KiB
C++
46 lines
1.5 KiB
C++
//==========================================================================//
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// File: EffectLibrary.hpp //
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// Project: gosFX //
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// Contents: Base Effect Component //
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//--------------------------------------------------------------------------//
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// Date Who Modification //
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// 10/07/98 JMA Created //
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// //
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//--------------------------------------------------------------------------//
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// Copyright (C) 1997-1998, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//==========================================================================//
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#pragma once
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#include <gosFX\EffectLibrary.hpp>
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class PP2KEffectLibrary:
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public gosFX::EffectLibrary
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Constructors/Destructors
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//
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public:
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NotationFile *HintFile;
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PP2KEffectLibrary();
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~PP2KEffectLibrary();
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//----------------------------------------------------------------------------
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// Shape table
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//
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public:
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MidLevelRenderer::MLRShape*
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UseShape(Stuff::MString& shape_file);
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void
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LoadDebrisArray(
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gosFX::DebrisCloud__Specification *spec,
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Stuff::MString& debris_file
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);
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protected:
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Stuff::HashOf<MidLevelRenderer::MLRShape*, Stuff::MString>
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m_shapeHash;
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};
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