Files
Client/Engine/Effect/EffAseDefine.h
LGram16 e067522598 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>
2025-11-29 16:24:34 +09:00

66 lines
2.6 KiB
C

/************************
ase label define
**************************/
#ifndef __EFFASEDEFINE_H__
#define __EFFASEDEFINE_H__
#define OBJECT "*GEOMOBJECT" // An object tag for new objects
#define LIGHT_OBJECT "*LIGHTOBJECT"
#define NODE_NAME "*NODE_NAME"
#define NODE_PARENT "*NODE_PARENT"
#define NODE_TM "*NODE_TM"
#define TM_ROW0 "*TM_ROW0"
#define TM_ROW1 "*TM_ROW1"
#define TM_ROW2 "*TM_ROW2"
#define TM_ROW3 "*TM_ROW3"
#define TM_POS "*TM_POS"
#define TM_ROTAXIS "*TM_ROTAXIS"
#define TM_ROTANGLE "*TM_ROTANGLE"
#define TM_SCALE "*TM_SCALE"
#define TM_SCALEAXIS "*TM_SCALEAXIS"
#define TM_SCALEAXISANG "*TM_SCALEAXISANG"
#define BLOCK_START "{"
#define BLOCK_END "}"
#define NUM_VERTEX "*MESH_NUMVERTEX" // The number of vertices tag
#define NUM_FACES "*MESH_NUMFACES" // The number of faces tag
#define NUM_TVERTEX "*MESH_NUMTVERTEX" // The number of texture coordinates
#define VERTEX "*MESH_VERTEX" // The list of vertices tag
#define FACE "*MESH_FACE" // The list of faces tag
#define NORMALS "*MESH_NORMALS" // The list of normals tag (If you want)
#define FACE_NORMAL "*MESH_FACENORMAL" // The face normal for the current index
#define NVERTEX "*MESH_VERTEXNORMAL" // The list of vertex normals
#define TVERTEX "*MESH_TVERT" // The texture coordinate index tag
#define TFACE "*MESH_TFACE" // The vertex index tag
#define TEXTURE "*BITMAP" // The file name for the object's texture map
#define UTILE "*UVW_U_TILING" // The U tiling ratio tag
#define VTILE "*UVW_V_TILING" // The V tiling ratio tag
#define UOFFSET "*UVW_U_OFFSET" // The U tile offset tag
#define VOFFSET "*UVW_V_OFFSET" // The V tile offset tag
#define MATERIAL_ID "*MATERIAL_REF" // The material ID tag
#define MATERIAL_COUNT "*MATERIAL_COUNT" // The material count tag
#define MATERIAL "*MATERIAL" // The material tag
#define MATERIAL_NAME "*MATERIAL_NAME" // The material name tag
#define MATERIAL_COLOR "*MATERIAL_DIFFUSE" // The material color tag
#define TM_ANIMATION "*TM_ANIMATION"
#define CONTROL_ROT_TCB "*CONTROL_ROT_TCB"
#define CONTROL_TCB_ROT_KEY "*CONTROL_TCB_ROT_KEY"
#define CONTROL_POS_BEZIER "*CONTROL_POS_BEZIER"
#define CONTROL_BEZIER_POS_KEY "*CONTROL_BEZIER_POS_KEY"
#define CONTROL_SCALE_BEZIER "*CONTROL_SCALE_BEZIER"
#define CONTROL_BEZIER_SCALE_KEY "*CONTROL_BEZIER_SCALE_KEY"
///////////////////////////////////
// mesh ani value
//////////////////////////////////
#define MESH_ANIMATION "*MESH_ANIMATION"
// use check ani frame num.
#define MESH_TIMEVALUE "*TIMEVALUE"
#endif