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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54
GameTools/EffectEditor/X3DEditEffect.h
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54
GameTools/EffectEditor/X3DEditEffect.h
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// X3DEditEffect.h: interface for the CX3DEditEffect class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_X3DEDITEFFECT_H__ED759873_905C_4457_A2E5_16103E6019E8__INCLUDED_)
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#define AFX_X3DEDITEFFECT_H__ED759873_905C_4457_A2E5_16103E6019E8__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include "X3DEffect.h"
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#include "X3DEditObject.h"
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class CX3DEditEffect : public CX3DEffect
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{
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protected:
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list<CX3DEditObject *> m_lstEditEffectObject;
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BOOL m_bPlay;
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unsigned long m_dwUIDCounter;
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public:
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void Save(const char *strFilePath, const char *strFileName);
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void Load(const char *strFilePath, const char *strFileName);
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CX3DEditEffect();
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virtual ~CX3DEditEffect();
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unsigned long AddEditObject(CX3DEditObject *pNewEditObject);
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CX3DEditObject *GetEditObject(unsigned long dwEffectNumber);
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CX3DEffectBase *GetEffect(unsigned long dwKind, unsigned long dwEffectNumber);
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CX3DEditObject *GetFindEditObject(unsigned long dwUID);
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BOOL DeleteEditObject(unsigned long dwEffectNumber);
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unsigned long GetEffectSize(void) { return m_lstEditEffectObject.size(); }
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unsigned long GetEffectKind(unsigned long dwEffectNumber);
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void SetPlay(BOOL bPlay)
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{
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m_bPlay = bPlay;
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list<CX3DEditObject *>::iterator it;
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for(it = m_lstEditEffectObject.begin(); it != m_lstEditEffectObject.end(); it++)
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{
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(*it)->SetPlay(m_bPlay);
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}
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}
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BOOL GetPlay(void) { return m_bPlay; }
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void RenderPicked(unsigned long dwEffectNumber, unsigned long dwFrame);
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unsigned long Pick(vector3 &vecStart, vector3 &vecEnd, unsigned long &dwEffectNumber);
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};
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#endif // !defined(AFX_X3DEDITEFFECT_H__ED759873_905C_4457_A2E5_16103E6019E8__INCLUDED_)
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