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>
41 lines
1.1 KiB
C++
41 lines
1.1 KiB
C++
// FallScene.h: interface for the CFallScene class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_FALLSCENE_H__6A50DFC3_6D31_40A1_AC38_148155D94CD9__INCLUDED_)
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#define AFX_FALLSCENE_H__6A50DFC3_6D31_40A1_AC38_148155D94CD9__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 "SectorDefine.h"
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#include <Vertex.h>
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#include <Texture.h>
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#include "SectorFallMap.h"
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class CFallScene : public CSceneNode
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{
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/*
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CTexture m_FallPartTexture;
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LPDIRECT3DVERTEXBUFFER8 m_pFallVertex;
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LPDIRECT3DINDEXBUFFER8 m_pFallIndices;
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vector3 m_vecPos[MAX_FALLPARTICLE];
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vector3 m_vecDir[MAX_FALLPARTICLE];
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float m_fVelocity[MAX_FALLPARTICLE];
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long m_Collition[MAX_FALLPARTICLE];
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*/
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LVertex m_FallVertex[30];
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CSectorFallMap *m_MapFall;
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static CTexture m_WaterFallTexture;
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public:
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void MakeFallScene(CSectorFallMap *MapFall);
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void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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void Update();
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void Create();
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CFallScene();
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virtual ~CFallScene();
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};
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#endif // !defined(AFX_FALLSCENE_H__6A50DFC3_6D31_40A1_AC38_148155D94CD9__INCLUDED_)
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