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.
40 lines
1.2 KiB
C++
40 lines
1.2 KiB
C++
#include "ElementProxyHeaders.hpp"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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ElementProxies::InitializeClasses()
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{
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Verify(FirstFreeElementProxyClassID <= LastElementProxyClassID);
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ElementSceneProxy::InitializeClass();
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ElementGroupProxy::InitializeClass();
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ElementListProxy::InitializeClass();
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ElementPolygonMeshProxy::InitializeClass();
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MLRVertexProxy::InitializeClass();
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MLRPolygonProxy::InitializeClass();
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MLRIndexProxy::InitializeClass();
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MLRTextureProxy::InitializeClass();
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MLRTexturePoolProxy::InitializeClass();
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MLRStateProxy::InitializeClass();
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MLRStatePoolProxy::InitializeClass();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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ElementProxies::TerminateClasses()
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{
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MLRStatePoolProxy::TerminateClass();
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MLRStateProxy::TerminateClass();
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MLRTexturePoolProxy::TerminateClass();
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MLRTextureProxy::TerminateClass();
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MLRIndexProxy::TerminateClass();
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MLRPolygonProxy::TerminateClass();
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MLRVertexProxy::TerminateClass();
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ElementPolygonMeshProxy::TerminateClass();
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ElementListProxy::TerminateClass();
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ElementGroupProxy::TerminateClass();
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ElementSceneProxy::TerminateClass();
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}
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