Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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GameTools/Effect/EffAseDefine.h
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65
GameTools/Effect/EffAseDefine.h
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/************************
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ase label define
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**************************/
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#ifndef __EFFASEDEFINE_H__
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#define __EFFASEDEFINE_H__
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#define OBJECT "*GEOMOBJECT" // An object tag for new objects
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#define LIGHT_OBJECT "*LIGHTOBJECT"
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#define NODE_NAME "*NODE_NAME"
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#define NODE_PARENT "*NODE_PARENT"
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#define NODE_TM "*NODE_TM"
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#define TM_ROW0 "*TM_ROW0"
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#define TM_ROW1 "*TM_ROW1"
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#define TM_ROW2 "*TM_ROW2"
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#define TM_ROW3 "*TM_ROW3"
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#define TM_POS "*TM_POS"
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#define TM_ROTAXIS "*TM_ROTAXIS"
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#define TM_ROTANGLE "*TM_ROTANGLE"
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#define TM_SCALE "*TM_SCALE"
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#define TM_SCALEAXIS "*TM_SCALEAXIS"
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#define TM_SCALEAXISANG "*TM_SCALEAXISANG"
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#define BLOCK_START "{"
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#define BLOCK_END "}"
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#define NUM_VERTEX "*MESH_NUMVERTEX" // The number of vertices tag
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#define NUM_FACES "*MESH_NUMFACES" // The number of faces tag
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#define NUM_TVERTEX "*MESH_NUMTVERTEX" // The number of texture coordinates
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#define VERTEX "*MESH_VERTEX" // The list of vertices tag
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#define FACE "*MESH_FACE" // The list of faces tag
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#define NORMALS "*MESH_NORMALS" // The list of normals tag (If you want)
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#define FACE_NORMAL "*MESH_FACENORMAL" // The face normal for the current index
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#define NVERTEX "*MESH_VERTEXNORMAL" // The list of vertex normals
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#define TVERTEX "*MESH_TVERT" // The texture coordinate index tag
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#define TFACE "*MESH_TFACE" // The vertex index tag
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#define TEXTURE "*BITMAP" // The file name for the object's texture map
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#define UTILE "*UVW_U_TILING" // The U tiling ratio tag
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#define VTILE "*UVW_V_TILING" // The V tiling ratio tag
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#define UOFFSET "*UVW_U_OFFSET" // The U tile offset tag
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#define VOFFSET "*UVW_V_OFFSET" // The V tile offset tag
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#define MATERIAL_ID "*MATERIAL_REF" // The material ID tag
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#define MATERIAL_COUNT "*MATERIAL_COUNT" // The material count tag
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#define MATERIAL "*MATERIAL" // The material tag
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#define MATERIAL_NAME "*MATERIAL_NAME" // The material name tag
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#define MATERIAL_COLOR "*MATERIAL_DIFFUSE" // The material color tag
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#define TM_ANIMATION "*TM_ANIMATION"
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#define CONTROL_ROT_TCB "*CONTROL_ROT_TCB"
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#define CONTROL_TCB_ROT_KEY "*CONTROL_TCB_ROT_KEY"
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#define CONTROL_POS_BEZIER "*CONTROL_POS_BEZIER"
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#define CONTROL_BEZIER_POS_KEY "*CONTROL_BEZIER_POS_KEY"
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#define CONTROL_SCALE_BEZIER "*CONTROL_SCALE_BEZIER"
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#define CONTROL_BEZIER_SCALE_KEY "*CONTROL_BEZIER_SCALE_KEY"
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///////////////////////////////////
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// mesh ani value
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//////////////////////////////////
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#define MESH_ANIMATION "*MESH_ANIMATION"
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// use check ani frame num.
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#define MESH_TIMEVALUE "*TIMEVALUE"
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#endif
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