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.
37 lines
1017 B
C++
37 lines
1017 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 ElementGroupProxy;
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class ElementPolygonMeshProxy;
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class ElementSceneProxy;
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class SetExplicitLightingModeProcess:
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public Proxies::Process
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{
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public:
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SetExplicitLightingModeProcess()
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{}
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SetExplicitLightingModeProcess(Stuff::NotationFile *data_file):
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Process(data_file)
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{}
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virtual void
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SetExplicitLightingModeCallback(Proxies::GenericProxy* proxy)
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{}
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bool
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SetExplicitLightingMode(Proxies::ChildProxy* child, MidLevelRenderer::MLRState::LightingMode newLightingMode);
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bool
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SetExplicitLightingMode(ElementGroupProxy* group, MidLevelRenderer::MLRState::LightingMode newLightingMode);
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bool
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SetExplicitLightingMode(ElementPolygonMeshProxy* mesh, MidLevelRenderer::MLRState::LightingMode newLightingMode);
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void
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SetExplicitLightingMode(ElementSceneProxy* scene, MidLevelRenderer::MLRState::LightingMode newLightingMode);
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};
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}
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