Initial commit: ROW Client source code
Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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37
Engine/Caldron/Src/Scene/StateSet.h
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37
Engine/Caldron/Src/Scene/StateSet.h
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#pragma once
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#pragma warning( disable : 4786 )
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#include "../../include/Caldron.h"
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#include "Mesh.h"
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#include "Texture.h"
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namespace Caldron
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{
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namespace Scene
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{
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class CStateSet
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{
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public:
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};
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class CStateSetMgr
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{
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public:
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// <20>ʱ<EFBFBD>ȭ( InitDevice <20><> <20>ʱ<EFBFBD>ȭ)
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static bool _Init( IDirect3DDevice8* pDevice );
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// StateSet Manager <20>ܺο<DCBA><CEBF><EFBFBD> d3d device <20><> <20><><EFBFBD><EFBFBD> <20>õ<EFBFBD><C3B5><EFBFBD> state change <20><><EFBFBD><EFBFBD> <20>˻<EFBFBD><CBBB><EFBFBD> device <20><> StateSet Mgr <20><> state<74><65> <20><><EFBFBD><EFBFBD>ȭ
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static void _GetCurrentDeviceState();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> StateSet <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> D3D Device <20><> <20><><EFBFBD><EFBFBD>
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static void _ApplyStateSet( CStateSet* pStateSet );
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private:
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// <20><> state <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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};
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}
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}
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