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.
14 lines
474 B
C
14 lines
474 B
C
#ifndef EXPORT_H_
|
|
#define EXPORT_H_
|
|
|
|
#include <GosFx\GosFx.hpp>
|
|
#include <GosFx\Effect.hpp>
|
|
#include <MLR\MLR.hpp>
|
|
#include <MLR\MLRState.hpp>
|
|
|
|
void ExportEffect(FILE *fl,gosFX::Effect::Specification *spec,CString prefix="");
|
|
void ExportCurve(FILE *fl,gosFX::Curve *Curve,char *CurveName,CString prefix="");
|
|
void ExportState(FILE *fl,MidLevelRenderer::MLRState *State,char *Name,CString prefix="");
|
|
bool IsRootEffect(gosFX::Effect::Specification *spec);
|
|
|
|
#endif |