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
531 B
C++
27 lines
531 B
C++
#pragma once
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#include "ElementProxies.hpp"
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#include <Proxies\Process.hpp>
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namespace ElementProxies {
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class ApplyDetailTexturesProcess:
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public Proxies::Process
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{
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public:
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ApplyDetailTexturesProcess(Stuff::NotationFile *tron_file);
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ApplyDetailTexturesProcess(
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Stuff::NotationFile *tron_file,
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Stuff::NotationFile *config_file
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);
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~ApplyDetailTexturesProcess();
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virtual void
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ApplyDetailTexturesCallback(Proxies::GenericProxy* proxy)
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{}
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Stuff::NotationFile
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*tronFile;
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};
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}
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