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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55
GameTools/Zallad3D SceneClass/WBEnvPlaneTex.h
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55
GameTools/Zallad3D SceneClass/WBEnvPlaneTex.h
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// WBEnvPlaneTex.h: interface for the WBEnvPlaneTex class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_WBENVPLANETEX_H__772A0551_BC49_438D_A4EB_BC14383A8447__INCLUDED_)
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#define AFX_WBENVPLANETEX_H__772A0551_BC49_438D_A4EB_BC14383A8447__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 <d3dx8.h>
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#include <d3d8.h>
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class WBEnvPlaneTex
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{
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protected:
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LPDIRECT3DTEXTURE8 m_pEnvPlaneTexture;
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LPDIRECT3DSURFACE8 m_pEnvPlaneSurf;
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LPDIRECT3DSURFACE8 m_pEnvDepthSurf;
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LPDIRECT3DSURFACE8 m_pBackColorSurf;
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LPDIRECT3DSURFACE8 m_pBackDepthSurf;
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D3DXVECTOR3 m_vecPlaneVertex[4];
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D3DXVECTOR3 m_vecEyePos;
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LPDIRECT3DDEVICE8 m_pDevice;
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D3DXMATRIX m_matBackup;
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D3DXPLANE m_Plane;
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D3DVIEWPORT8 m_BackViewPort;
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D3DVIEWPORT8 m_TexViewPort;
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int m_iTexSizeX,m_iTexSizeY;
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public:
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D3DXMATRIX m_matReflect;
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WBEnvPlaneTex();
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~WBEnvPlaneTex();
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void Init(LPDIRECT3DDEVICE8 pDev,int iSizeX,int iSizeY);
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void InitClipRange(
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D3DXVECTOR3 vecA,
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D3DXVECTOR3 vecB,
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D3DXVECTOR3 vecC,
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D3DXVECTOR3 vecD);
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void RenderBegin(D3DXVECTOR3 vecEye,D3DXMATRIX matWorld,float fWaterHeight);
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void RenderEnd();
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LPDIRECT3DTEXTURE8 GetTexture() { return m_pEnvPlaneTexture;}
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};
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#endif // !defined(AFX_WBENVPLANETEX_H__772A0551_BC49_438D_A4EB_BC14383A8447__INCLUDED_)
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