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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52
Engine/Zalla3D Scene Class/ObjectScene.h
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52
Engine/Zalla3D Scene Class/ObjectScene.h
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// ObjectScene.h: interface for the CObjectScene class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_OBJECTSCENE_H__27A58A60_BFA1_4AC4_A25F_AA84DFAF0A74__INCLUDED_)
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#define AFX_OBJECTSCENE_H__27A58A60_BFA1_4AC4_A25F_AA84DFAF0A74__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 "SceneNode.h"
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#include "MeshObject.h"
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#include "BaseDataDefine.h"
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#include "./NMesh.h"
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class CObjectScene : public CSceneNode
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{
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public:
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long m_ObjectID;
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bool m_isAlpha,m_isLight;
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bool m_isShadowed;
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bool m_bInit;
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char m_strObjectName[MAX_NAMEBUFFER];
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CROSSM::CNMesh *m_pObject;
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CObjectScene();
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virtual ~CObjectScene();
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};
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/*
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class CObjectScene : public CSceneNode
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{
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public:
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long m_ObjectID;
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bool m_isAlpha,m_isLight;
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bool m_isShadowed;
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bool m_bInit;
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char m_strObjectName[MAX_NAMEBUFFER];
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CMeshObject *m_pObject;
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D3DLIGHT8 m_CurrentLight[4];
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int m_iCurrentLight;
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CObjectScene();
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virtual ~CObjectScene();
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};*/
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#endif // !defined(AFX_OBJECTSCENE_H__27A58A60_BFA1_4AC4_A25F_AA84DFAF0A74__INCLUDED_)
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