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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197
GameTools/ZALLA3D BASECLASS/Vertex.h
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197
GameTools/ZALLA3D BASECLASS/Vertex.h
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#ifndef _VERTEX_H
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#define _VERTEX_H
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#include "3DMath.h"
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#include <d3d.h>
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const long MultiFVF=D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX2 ;
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class MultiVertex{
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public:
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vector3 v;
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color diff;
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color spec;
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float tu,tv;
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float tu1,tv1;
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};
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//const long SectorFVF=D3DFVF_XYZ | D3DFVF_NORMAL |D3DFVF_SPECULAR| D3DFVF_TEX2 ;
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const long SectorFVF=D3DFVF_XYZ | D3DFVF_TEX1 ;
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class SectorVertex{
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public:
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vector3 v;
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//vector3 n;
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//color spec;
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float tu,tv;
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//float tu1,tv1;
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};
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const long LightFVF=D3DFVF_XYZ | D3DFVF_NORMAL |D3DFVF_SPECULAR| D3DFVF_TEX1 ;
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class LightVertex{
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public:
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vector3 v;
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vector3 n;
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color spec;
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float tu,tv;
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};
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const long DetailFVF=D3DFVF_XYZ | D3DFVF_NORMAL |D3DFVF_TEX2 ;
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class DetailVertex
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{
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public:
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vector3 v;
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vector3 n;
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float tu,tv;
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float tu1,tv1;
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};
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const long SimpleFVF=D3DFVF_XYZ | D3DFVF_DIFFUSE|D3DFVF_SPECULAR |D3DFVF_TEX2;
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class SimpleVertex {
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public:
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vector3 v;
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color diff;
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color spec;
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float tu,tv;
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float tu1,tv1;
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};
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const long TLVERTEXFVF=D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1;
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class TLVertex
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{
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public:
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vector3 v;
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float w;
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color Diffuse;
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color Specular;
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float tu,tv;
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};
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const long TLVERTEX2FVF=D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX2;
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class TLVertex2
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{
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public:
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vector3 v;
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float w;
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color Diffuse;
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color Specular;
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float tu,tv;
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float tu1,tv1;
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};
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const long LVERTEXFVF=D3DFVF_XYZ | D3DFVF_DIFFUSE|D3DFVF_SPECULAR |D3DFVF_TEX1;
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class LVertex
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{
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public:
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vector3 v;
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color diff;
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color spec;
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float tu,tv;
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};
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const long TTVERTEXFVF=D3DFVF_XYZ|D3DFVF_DIFFUSE;
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class TTVertex
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{
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public:
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vector3 v;
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color diff;
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};
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const long BSPVERTEXFVF=D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_DIFFUSE|D3DFVF_TEX2| D3DFVF_TEXCOORDSIZE3(1);
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class BspVertex
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{
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public:
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vector3 v;
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vector3 normal;
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color diff;
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float tu,tv;
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float tu1,tv1;
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vector3 u;
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};
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const long BSPSHADOWVERTEX=D3DFVF_XYZB1|D3DFVF_NORMAL;
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class BspShadowVertex
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{
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public:
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vector3 v;
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float fWeight;
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vector3 n;
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};
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const long GRASSVERTEXFVF=D3DFVF_XYZB1|D3DFVF_DIFFUSE|D3DFVF_TEX1;
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class GrassVertex
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{
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public:
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vector3 v;
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float fWeight;
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color diff;
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float tu,tv;
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};
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const long TREEVERTEXFVF=D3DFVF_XYZB1|D3DFVF_NORMAL|D3DFVF_TEX1;
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class TreeVertex
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{
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public:
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vector3 v;
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float fWeight;
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vector3 n;
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float tu,tv;
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};
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class Dot3Vertex
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{
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public:
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vector3 v;
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vector3 Normal;
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vector3 Diffuse;
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float tu,tv;
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vector3 s;
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vector3 t;
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vector3 SxT;
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};
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const long BUMPVERTEXFVF=D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX2 | D3DFVF_TEXCOORDSIZE3(1);
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class BumpVertex
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{
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public:
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vector3 v;
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vector3 n;
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float tu,tv;
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vector3 u;
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};
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const long BUMPVERTEX2FVF=D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE3(2);
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class BumpVertex2
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{
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public:
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vector3 v;
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vector3 n;
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float tu,tv;
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float tu1,tv1;
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vector3 u;
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};
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const long BUMPVERTEXSTFVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX2 |
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D3DFVF_TEXCOORDSIZE2(0) | D3DFVF_TEXCOORDSIZE3(1) | D3DFVF_TEXCOORDSIZE3(2);
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// s<><73> t vector<6F><72> 3D tex-coord<72><64> ó<><C3B3>
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class BumpVertexST
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{
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public:
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vector3 v;
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vector3 n;
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float tu, tv;
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vector3 s;
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vector3 t;
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};
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#endif
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