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>
47 lines
1.1 KiB
C++
47 lines
1.1 KiB
C++
// RBspSceneManager.h: interface for the RBspSceneManager class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_RBSPSCENEMANAGER_H__64ADEA70_AAD1_466D_A048_04FFA818E581__INCLUDED_)
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#define AFX_RBSPSCENEMANAGER_H__64ADEA70_AAD1_466D_A048_04FFA818E581__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 "RBspScene.h"
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#include <vector>
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using namespace std;
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class RBspSceneManager
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{
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public:
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RBspSceneManager();
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~RBspSceneManager();
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int InsertBspScene(char *strFileName,float fScale);
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int InsertBseScene(char *strFileName,float fScale);
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RBspScene *SearchBspScene(char *strFileMame);
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int DeleteBspScene(char *strFileName);
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void SelectBspScene(char *strFileName);
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void Render();
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void SetPickIndex(char *strFileName);
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void BspSceneOut();
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void UpdateBsp();
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void ToggleViewLeafBox();
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vector<RBspScene *> m_lstBspScene;
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int m_iBspSceneNum;
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int m_iCurrentSceneIndex;
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int m_iPickIndex;
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bool m_bViewLeafBox;
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RBspScene *m_pCurrentBspScene;
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};
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#endif // !defined(AFX_RBSPSCENEMANAGER_H__64ADEA70_AAD1_466D_A048_04FFA818E581__INCLUDED_)
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