Files
Client/Engine/Zalla3D Scene Class/FallScene.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

41 lines
1.1 KiB
C++

// FallScene.h: interface for the CFallScene class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_FALLSCENE_H__6A50DFC3_6D31_40A1_AC38_148155D94CD9__INCLUDED_)
#define AFX_FALLSCENE_H__6A50DFC3_6D31_40A1_AC38_148155D94CD9__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "SceneNode.h"
#include "SectorDefine.h"
#include <Vertex.h>
#include <Texture.h>
#include "SectorFallMap.h"
class CFallScene : public CSceneNode
{
/*
CTexture m_FallPartTexture;
LPDIRECT3DVERTEXBUFFER8 m_pFallVertex;
LPDIRECT3DINDEXBUFFER8 m_pFallIndices;
vector3 m_vecPos[MAX_FALLPARTICLE];
vector3 m_vecDir[MAX_FALLPARTICLE];
float m_fVelocity[MAX_FALLPARTICLE];
long m_Collition[MAX_FALLPARTICLE];
*/
LVertex m_FallVertex[30];
CSectorFallMap *m_MapFall;
static CTexture m_WaterFallTexture;
public:
void MakeFallScene(CSectorFallMap *MapFall);
void Render(LPDIRECT3DDEVICE8 pd3dDevice);
void Update();
void Create();
CFallScene();
virtual ~CFallScene();
};
#endif // !defined(AFX_FALLSCENE_H__6A50DFC3_6D31_40A1_AC38_148155D94CD9__INCLUDED_)