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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63
GameTools/Zallad3D SceneClass/GrassScene.h
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63
GameTools/Zallad3D SceneClass/GrassScene.h
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// GrassScene.h: interface for the CGrassScene class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_GRASSSCENE_H__9CB57CBD_783D_427E_95F8_EB4C27501B03__INCLUDED_)
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#define AFX_GRASSSCENE_H__9CB57CBD_783D_427E_95F8_EB4C27501B03__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 "MeshObject.h"
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#include "SectorDefine.h"
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#include "SceneNode.h"
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#include "Vertex.h"
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#include "RenderTexture.h"
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class GrassExtVertex
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{
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public:
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vector3 v;
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float fw0,fw1;
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float index0,index1;
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float tu,tv;
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float fColorRate;
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};
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class CGrassScene : public CSceneNode
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{
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vector3 *m_vecGrassPos;
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unsigned char *m_GrassShadow;
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unsigned char *m_GrassKind;
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static CMeshObject *m_NormalGrass[5];
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int m_cGrassElement;
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vector3 m_MinBox,m_MaxBox;
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float m_fGrassRot;
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LPDIRECT3DVERTEXBUFFER8 m_pGrassVertexBuffer;
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LPDIRECT3DINDEXBUFFER8 m_pGrassIndicesBuffer;
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static DWORD m_dwGrassVertexShader;
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DWORD m_dwAlphaFactor;
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DWORD m_dwAlphaUnit;
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DWORD m_dwLimit;
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public:
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void RenderShadow(LPDIRECT3DDEVICE8 pd3dDevice,CRenderTexture &pShadowTexture);
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static CTexture *m_NormalTexture;
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void Update(float fUpdate);
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int m_GrassPosX,m_GrassPosY;
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void Generate(float fx,float fz,int cGrassElement);
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void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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void Create();
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void UpdateRange();
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CGrassScene();
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virtual ~CGrassScene();
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};
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#endif // !defined(AFX_GRASSSCENE_H__9CB57CBD_783D_427E_95F8_EB4C27501B03__INCLUDED_)
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