Files
Client/GameTools/Zallad3D SceneClass/RainParticle.h
LGram16 dd97ddec92 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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

44 lines
1.0 KiB
C++

// RainParticle.h: interface for the CRainParticle class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_RAINPARTICLE_H__F062A69F_610E_49BC_B476_423C263BA041__INCLUDED_)
#define AFX_RAINPARTICLE_H__F062A69F_610E_49BC_B476_423C263BA041__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "NatureParticle.h"
const DWORD dwRainParticleVertexDecl = (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0));
class CRainParticleVertex {
public:
D3DXVECTOR3 m_vecPos;
DWORD m_dwColor;
D3DXVECTOR2 m_vecTexcoord;
};
class CRainParticle :public CNatureParticle
{
public:
CRainParticle();
virtual ~CRainParticle();
virtual void Init(int iNodesNum,char *strTexture);
virtual void UpdateBuffer(float fStep = 1.0f);
virtual void Render();
protected:
LPDIRECT3DVERTEXBUFFER8 m_pVertexBuffer;
LPDIRECT3DINDEXBUFFER8 m_pIndexBuffer;
LPDIRECT3DDEVICE8 m_pDevice;
};
#endif // !defined(AFX_RAINPARTICLE_H__F062A69F_610E_49BC_B476_423C263BA041__INCLUDED_)