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.
27 lines
521 B
C++
27 lines
521 B
C++
#include "MLRHeaders.hpp"
|
|
#include "MLR\GOSVertex3UV.hpp"
|
|
|
|
//#############################################################################
|
|
//########################## GOSVertex3UV ################################
|
|
//#############################################################################
|
|
|
|
GOSVertex3UV::GOSVertex3UV()
|
|
{
|
|
x = 0.0f;
|
|
y = 0.0f;
|
|
z = 0.0f;
|
|
rhw = 1.0f;
|
|
|
|
argb = 0xffffffff;
|
|
|
|
u1 = 0.0f;
|
|
v1 = 0.0f;
|
|
u2 = 0.0f;
|
|
v2 = 0.0f;
|
|
u3 = 0.0f;
|
|
v3 = 0.0f;
|
|
|
|
frgb = 0xffffffff;
|
|
}
|
|
|