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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82
GameTools/Zallad3D SceneClass/MeshObject.h
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82
GameTools/Zallad3D SceneClass/MeshObject.h
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// MeshObject.h: interface for the CMeshObject class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_MESHOBJECT_H__6734D99C_DC1E_4886_B686_DB6FF091A3E8__INCLUDED_)
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#define AFX_MESHOBJECT_H__6734D99C_DC1E_4886_B686_DB6FF091A3E8__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 <Vertex.h>
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#include <List.h>
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#include "SceneException.h"
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#include <texture.h>
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#include <3DMath.h>
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class CMeshObject
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{
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static LPDIRECT3DDEVICE8 m_pd3dDevice;
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public:
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void MeshReload();
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char m_strMeshName[256];
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void ConvertTree();
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void ConvertDetail();
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void TextureLoad();
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void Optimize();
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void ConvertMulti();
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void ConvertNormal();
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void Save(char *strFilename);
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void SetShader(DWORD Shader){m_dwShader=Shader;};
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DWORD m_dwShader;
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DWORD m_dwCustomizeShader;
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bool m_isAlreadyLock;
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vector3 m_MaxBox,m_MinBox;
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bool m_bCompleteMesh;
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void CopyBuffer();
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void AllUnlockBuffer();
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void AllLockBuffer();
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int m_nTotalVertex;
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int m_nTotalIndices;
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int m_iMethod;
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List<LPDIRECT3DVERTEXBUFFER8> m_pVertexBuffer;
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List<LPDIRECT3DINDEXBUFFER8> m_pIndicesBuffer;
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List<CTexture*> m_pMat;
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List<CTexture*> m_pGlare;
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List<CTexture*> m_pDetailMap;
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List<CTexture*> m_pBumpTexture;
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List<DWORD> m_pMatRef;
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List<WORD *> m_pIndices;
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List<void *> m_pVertex;
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List<long> m_nVertex;
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List<long> m_nIndices;
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bool m_bRender;
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long GetObjectCount(){return m_nVertex.num;};
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void RenderBox(LPDIRECT3DDEVICE8 pd3dDevice);
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void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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void RenderGlare(LPDIRECT3DDEVICE8 pd3dDevice);
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void CalcBox();
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void Load(char *strFilename);
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void SaveConvertMesh(char *strFilename,int iMethod);
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CMeshObject();
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virtual ~CMeshObject();
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};
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#endif // !defined(AFX_MESHOBJECT_H__6734D99C_DC1E_4886_B686_DB6FF091A3E8__INCLUDED_)
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