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.
28 lines
775 B
C++
28 lines
775 B
C++
// ObjCreateInfo.h: interface for the ObjCreateInfo class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_OBJCREATEINFO_H__7F9A2F4A_0E4A_452D_BA9E_5176529EE2C0__INCLUDED_)
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#define AFX_OBJCREATEINFO_H__7F9A2F4A_0E4A_452D_BA9E_5176529EE2C0__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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class ObjCreateInfo
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{
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public:
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enum ObjType { OT_GAMEOBJ,OT_NODE,OT_DROPZONE,OT_NVGAMEOBJ,OT_CAMERA,OT_CLIPBOARD,OT_LIGHT,OT_FX};
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enum LightSubType { LST_AMBIENT,LST_POINT,LST_INFINITE,LST_SPOT};
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ObjType CreateType;
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int SubType;
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CString Path;
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ObjCreateInfo();
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virtual ~ObjCreateInfo();
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};
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#endif // !defined(AFX_OBJCREATEINFO_H__7F9A2F4A_0E4A_452D_BA9E_5176529EE2C0__INCLUDED_)
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