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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97
GameTools/Zallad3D SceneClass/HouseObject.h
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97
GameTools/Zallad3D SceneClass/HouseObject.h
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// HouseObject.h: interface for the CHouseObject class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_HOUSEOBJECT_H__F85E679D_0A78_40BA_91F8_DABE3690E8F1__INCLUDED_)
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#define AFX_HOUSEOBJECT_H__F85E679D_0A78_40BA_91F8_DABE3690E8F1__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 "BaseDataDefine.h"
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#include "MeshObject.h"
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#include "MeshObjectContainer.h"
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#include "OctreeScene.h"
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#include "LightObjectScene.h"
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#include "ObjectScene.h"
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#include "InHouseObjectMap.h"
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#include "BspScene.h"
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#include "SectorLight.h"
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#include "LoadedObj.h"
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#include "ByteDataObj.h"
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class CHouseObject
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{
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public:
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void RenderGlare(LPDIRECT3DDEVICE8 pd3dDevice);
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static DWORD m_dwShadowMapVertexShader;
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static DWORD m_dwShadowMapPixelShader;
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static DWORD m_dwHouseDiffuseVertexShader;
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static DWORD m_dwHouseDiffusePixelShader;
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static DWORD m_dwHouseSpecularVertexShader;
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static DWORD m_dwHouseSpecularPixelShader;
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static LPDIRECT3DCUBETEXTURE8 m_pNormalizeCubeMap;
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matrix RenderShadow(LPDIRECT3DDEVICE8 pd3dDevice);
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COctreeScene *m_pOctree;
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void GetPolygon();
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void CalcBox(vector3 &MinBox,vector3 &MaxBox,int iSelect = 0);
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List<CLightObjectScene*> m_LightList;
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List<CObjectScene*> m_ObjectList;
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void GenerateOctree();
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void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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void GenerateLightmap(matrix matSet,matrix matHouseTM,int LightmapMode);
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void GenerateNewLightmap(int ivalue,matrix matSet,matrix matHouseTM,CSectorLight *pLights,int iLights);
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void GenerateCaldronLightmap(matrix matSet,matrix matHouseTM,CSectorLight *pLights,int iLights);
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void GenerateCaldronPointLightmap(matrix matSet,matrix matHouseTM,CSectorLight *pLights,int iLights);
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bool SettingNight(bool bNight);
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CMeshObject *m_pInHouseObject;
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CMeshObject *m_pMedHouseObject;
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CMeshObject *m_pOutHouseObject;
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CMeshObject *m_pLodHouseObject;
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CBspScene *m_pBspObject;
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CInHouseObjectMap *m_pInHouseMap;
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CTexture m_Lightmap;
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CTexture m_InLightmap;
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CTexture m_Detailmap;
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bool m_isHaveLightmap;
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bool m_isHaveInLightmap;
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CHouseObject();
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virtual ~CHouseObject();
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List<vector3*> m_pVertex;
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List<long> m_nVertex;
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List<WORD *> m_pIndices;
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List<long> m_nIndices;
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// Night <20><> <20><><EFBFBD><EFBFBD> <20>Ǿ<EFBFBD><C7BE><EFBFBD><EFBFBD><EFBFBD>
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bool m_bConvertNight;
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bool m_bNightMap;
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bool m_bNightUv;
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bool m_bModulate2X;
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// Night <20><> <20><><EFBFBD><EFBFBD><EFBFBD>͵<EFBFBD>
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List<void *> m_pBackupVertex;
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List<void *> m_pBackupTmp;
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CTexture m_BackupLightmap;
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//========================
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// Glare <20><EFBFBD>Ʈ
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//========================
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void RenderBlack( LPDIRECT3DDEVICE8 pd3dDevice );
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};
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#endif // !defined(AFX_HOUSEOBJECT_H__F85E679D_0A78_40BA_91F8_DABE3690E8F1__INCLUDED_)
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