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>
This commit is contained in:
181
GameTools/Zallad3D SceneClass/Z3DBladeTrail.h
Normal file
181
GameTools/Zallad3D SceneClass/Z3DBladeTrail.h
Normal file
@@ -0,0 +1,181 @@
|
||||
// Z3DBladeTrail.h: interface for the CZ3DBladeTrail class.
|
||||
//
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
#if !defined(AFX_Z3DBLADETRAIL_H__23EE5981_251D_11D5_A644_0000E8EB4C69__INCLUDED_)
|
||||
#define AFX_Z3DBLADETRAIL_H__23EE5981_251D_11D5_A644_0000E8EB4C69__INCLUDED_
|
||||
|
||||
#if _MSC_VER > 1000
|
||||
#pragma once
|
||||
#endif // _MSC_VER > 1000
|
||||
|
||||
#include "Z3DRenderable.h"
|
||||
#include "Z3DObject.h"
|
||||
#include "Z3DAttachment.h"
|
||||
//#include "Z3DManagedObject.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
|
||||
class CZ3DBladeTrail :
|
||||
public CZ3DRenderable,
|
||||
public CZ3DObject
|
||||
// public CZ3DManagedObject
|
||||
{
|
||||
public:
|
||||
CZ3DBladeTrail( CZ3DAttachment* pWeapon, char* szTex, long lDuration, long lTessel );
|
||||
virtual ~CZ3DBladeTrail();
|
||||
|
||||
bool IsCulled()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
void Render() {}
|
||||
|
||||
void SecondRender();
|
||||
bool IsSecondRenderable()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
void SetRGB( BYTE r = 0xFF, BYTE g = 0xFF, BYTE b = 0xFF )
|
||||
{
|
||||
m_R = r;
|
||||
m_G = g;
|
||||
m_B = b;
|
||||
}
|
||||
|
||||
void SetTexture( const char* szFileName );
|
||||
void SetTexture( IDirect3DTexture8* pTexture );
|
||||
|
||||
|
||||
void Disable()
|
||||
{
|
||||
SetCull( true );
|
||||
SetDisable( true );
|
||||
}
|
||||
|
||||
void Enable()
|
||||
{
|
||||
SetCull( false );
|
||||
SetDisable( false );
|
||||
}
|
||||
|
||||
|
||||
void Activate();
|
||||
void Stop();
|
||||
|
||||
|
||||
bool IsActive()
|
||||
{
|
||||
return m_bActive;
|
||||
}
|
||||
|
||||
void UpdateFrame();
|
||||
|
||||
protected:
|
||||
//vector3 m_vPivot;
|
||||
CZ3DAttachment* m_rpWeapon;
|
||||
H3DTextureTag m_tagTexture;
|
||||
|
||||
D3DLVERTEX* m_pVertex;
|
||||
WORD* m_pIndex;
|
||||
|
||||
// <20><>
|
||||
BYTE m_R, m_G, m_B;
|
||||
|
||||
// <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
long m_lDuration;
|
||||
long m_lTessel;
|
||||
|
||||
vector3 (*m_paTrace)[2];
|
||||
long m_lHeadIndex;
|
||||
long m_lLength;
|
||||
|
||||
bool m_bActive; // ȭ<>鿡 <20><><EFBFBD>°<EFBFBD><C2B0><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ΰ<EFBFBD>?(<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ŀ<EFBFBD><C4BF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> true)
|
||||
bool m_bInputStopped;// <20>˱<EFBFBD><CBB1><EFBFBD> <20>߰<EFBFBD><DFB0>Է<EFBFBD><D4B7><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ΰ<EFBFBD>?
|
||||
};
|
||||
|
||||
|
||||
|
||||
#define Z3D_BOWSTRING_TENSOIN_COUNT 9
|
||||
|
||||
class CZ3DBowString :
|
||||
public CZ3DRenderable,
|
||||
public CZ3DObject
|
||||
{
|
||||
public:
|
||||
CZ3DBowString( CZ3DAttachment* pWeapon, char* szTex, CZ3DObject* pManipulator );
|
||||
virtual ~CZ3DBowString();
|
||||
|
||||
void Render() {}
|
||||
|
||||
void SecondRender();
|
||||
bool IsSecondRenderable()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
/*void SetRGB( BYTE r = 0xFF, BYTE g = 0xFF, BYTE b = 0xFF )
|
||||
{
|
||||
m_R = r;
|
||||
m_G = g;
|
||||
m_B = b;
|
||||
}*/
|
||||
|
||||
//void SetTexture( const char* szFileName );
|
||||
|
||||
void Disable()
|
||||
{
|
||||
SetCull( true );
|
||||
SetDisable( true );
|
||||
}
|
||||
|
||||
void Enable()
|
||||
{
|
||||
SetCull( false );
|
||||
SetDisable( false );
|
||||
|
||||
vector3 v1, v2;
|
||||
m_rpWeapon->GetMarker( v1, v2 );
|
||||
//m_vPrevMid = (v1+v2)/2;
|
||||
}
|
||||
|
||||
void GripString();
|
||||
void ReleaseString();
|
||||
|
||||
bool IsGripped()
|
||||
{
|
||||
return m_bGripped;
|
||||
}
|
||||
|
||||
void UpdateFrame();
|
||||
|
||||
protected:
|
||||
//vector3 m_vPivot;
|
||||
CZ3DAttachment* m_rpWeapon;
|
||||
CZ3DObject* m_rpManipulator;
|
||||
H3DTextureTag m_tagTexture;
|
||||
|
||||
D3DLVERTEX* m_pVertex;
|
||||
//WORD* m_pIndex;
|
||||
|
||||
// <20><>
|
||||
//BYTE m_R, m_G, m_B;
|
||||
|
||||
//bool m_bNoForce; // Ȱ<><C8B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ΰ<EFBFBD>?
|
||||
// (Ȱ<><C8B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ŀ<EFBFBD><C4BF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ư<EFBFBD><C6B0><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20>÷<EFBFBD><C3B7>װ<EFBFBD> false<73><65>)
|
||||
bool m_bGripped; // Ȱ<><C8B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ΰ<EFBFBD>?
|
||||
vector3 m_vTensionDir; // Ȱ<><C8B0><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>·κ<C2B7><CEBA><EFBFBD>)
|
||||
//vector3 m_vPrevMid; // Ȱ<><C8B0><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EEB5A5> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ġ
|
||||
//float m_fTensionLength; // Ȱ<><C8B0><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
long m_lAfterProjection;
|
||||
|
||||
static float ms_fTensionConstant[Z3D_BOWSTRING_TENSOIN_COUNT];
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif // !defined(AFX_Z3DBLADETRAIL_H__23EE5981_251D_11D5_A644_0000E8EB4C69__INCLUDED_)
|
||||
Reference in New Issue
Block a user