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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122
GameTools/Zallad3D SceneClass/BSPBaseDataDefine.h
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122
GameTools/Zallad3D SceneClass/BSPBaseDataDefine.h
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#include "3DMath.h"
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#include "Vertex.h"
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#define LUMP_ENTITIES 0
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#define LUMP_SHADERS 1
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#define LUMP_PLANES 2
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#define LUMP_NODES 3
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#define LUMP_LEAFS 4
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#define LUMP_LEAFSURFACES 5
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#define LUMP_LEAFBRUSHES 6
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#define LUMP_MODELS 7
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#define LUMP_BRUSHES 8
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#define LUMP_BRUSHSIDES 9
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#define LUMP_DRAWVERTS 10
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#define LUMP_DRAWINDEXES 11
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#define LUMP_FOGS 12
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#define LUMP_SURFACES 13
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#define LUMP_LIGHTMAPS 14
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#define LUMP_LIGHTGRID 15
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#define LUMP_VISIBILITY 16
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#define HEADER_LUMPS 17
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class Lump
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{
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public:
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int m_Fileofs;
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int m_Filelen;
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};
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class DHeader
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{
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public:
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int m_Ident;
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int m_Version;
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Lump m_Lump[HEADER_LUMPS];
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};
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typedef int BBoxT[6];
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typedef float BBoxFT[6];
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typedef float TexCoordT[2];
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typedef float vec4T[4];
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typedef struct
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{
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int Plane;
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int Children[2];
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int Min[3];
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int Max[3];
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}NodeT;
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typedef struct
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{
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vector3 vec;
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float fOffset;
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}PlaneT;
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typedef struct
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{
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int Cluster;
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int Area;
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int Min[3];
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int Max[3];
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int FirstFace,nFaces;
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int FirstUnknown,nUnknowns;
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}LeafT;
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typedef struct
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{
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int Shader;
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int Unknown1[1];
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int FaceType;
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int FirstVert,nVerts;
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int FirstElem,nElems;
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// Lightmap Info//
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int LM_TextureNum;
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int LM_Offset[2];
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int LM_Size[2];
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vector3 vecOrig;
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BBoxFT BBox;
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vector3 vecNormal;
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int MeshCP[2];
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}SurfaceT;
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typedef struct
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{
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int Shader;
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int Unknown1[1];
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int FaceType;
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int FirstVert,nVerts;
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int FirstElem,nElems;
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// Lightmap Info//
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int LM_TextureNum;
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int LM_Offset[2];
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int LM_Size[2];
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vector3 vecOrig;
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BBoxFT BBox;
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vector3 vecNormal;
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int MeshCP[2];
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MultiVertex *pVertex;
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LPDIRECT3DVERTEXBUFFER8 m_pVertexBuffer;
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LPDIRECT3DINDEXBUFFER8 m_pIndicesBuffer;
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WORD *pIndices;
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}DrawSurface;
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typedef struct
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{
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int nClusters;
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int RowSize;
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BYTE data[1];
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}VisiblityT;
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typedef struct
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{
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int *nSurfaces[100];
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int **pDrawSurfaces[100];
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}DrawSurfaceListT;
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typedef struct
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{
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char m_strTexture[256];
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}DShader;
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