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.
44 lines
1.2 KiB
C++
44 lines
1.2 KiB
C++
#include "ProxyHeaders.hpp"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Proxies::InitializeClasses()
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{
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Verify(FirstFreeProxyClassID <= LastProxyClassID);
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GenericProxy::InitializeClass();
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SceneProxy::InitializeClass();
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ChildProxy::InitializeClass();
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GroupProxy::InitializeClass();
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VertexProxy::InitializeClass();
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PolygonMeshProxy::InitializeClass();
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PolygonProxy::InitializeClass();
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IndexProxy::InitializeClass();
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StateProxy::InitializeClass();
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TextureProxy::InitializeClass();
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StateLibrary::InitializeClass();
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TextureLibrary::InitializeClass();
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LightProxy::InitializeClass();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Proxies::TerminateClasses()
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{
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LightProxy::TerminateClass();
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TextureLibrary::TerminateClass();
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StateLibrary::TerminateClass();
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TextureProxy::TerminateClass();
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StateProxy::TerminateClass();
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IndexProxy::TerminateClass();
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PolygonProxy::TerminateClass();
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PolygonMeshProxy::TerminateClass();
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VertexProxy::TerminateClass();
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GroupProxy::TerminateClass();
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ChildProxy::TerminateClass();
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SceneProxy::TerminateClass();
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GenericProxy::TerminateClass();
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}
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