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 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
82 lines
2.7 KiB
C
82 lines
2.7 KiB
C
// Global variables definitions
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_Z3D_GLOBALS_H__C9E8B261_2F2A_11D5_A644_0000E8EB4C69__INCLUDED_)
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#define AFX_Z3D_GLOBALS_H__C9E8B261_2F2A_11D5_A644_0000E8EB4C69__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 "Z3DContainer.h"
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#include "H3DContainer.h"
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#include "Z3DTypes.h"
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#include "Z3DTexturePiece.h"
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#include "Z3DAnikeyPack.h"
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#include "Z3DTexture.h"
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#include "H3DOutfitTable.h"
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#include "H3DWeaponTable.h"
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#include "Z3DStringTable.h"
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#include "Z3DMapTok2FileName.h"
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// typedef.s
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typedef CH3DContainer<Z3DLODMesh> CH3DMeshContainer;
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typedef CH3DContainer<Z3DTexturePiece> CH3DTexPieceContainer;
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typedef Z3DContainer<Z3DAniKeyPack> Z3DAPackContainer;
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typedef CH3DContainer<Z3DAniKeyPack> CH3DAniKeyPackContainer;
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typedef CH3DContainer<Z3DAMesh> CH3DAMeshContainer;
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typedef CH3DContainer<Z3DTexture> CH3DTextureContainer;
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/*typedef CH3DContainer<CH3DOutfitTable> CH3DOutfitTableContainer;
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typedef CH3DContainer<CH3DWeaponTable> CH3DWeaponTableContainer;*/
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typedef H3DContainerTag<Z3DLODMesh> H3DMeshTag;
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typedef H3DContainerTag<Z3DTexturePiece> H3DTexPieceTag;
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typedef Z3DTag<Z3DAniKeyPack> Z3DAPackTag;
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typedef H3DContainerTag<Z3DAniKeyPack> H3DAniKeyPackTag;
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typedef H3DContainerTag<Z3DAMesh> H3DAMeshTag;
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typedef H3DContainerTag<Z3DTexture> H3DTextureTag;
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/*typedef H3DContainerTag<CH3DOutfitTable> H3DOutfitTableTag;
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typedef H3DContainerTag<CH3DWeaponTable> H3DWeaponTableTag;*/
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// global var. declarations
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extern CH3DMeshContainer g_ContLODMesh;
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extern CH3DTexPieceContainer g_ContTexturePiece;
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extern Z3DAPackContainer g_ContAPack;
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extern CH3DAniKeyPackContainer g_ContAniKeyPack;
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extern CH3DAMeshContainer g_ContAMesh;
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extern CH3DTextureContainer g_ContTexture;
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/*extern CH3DOutfitTableContainer g_ContOutfitTable;
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extern CH3DWeaponTableContainer g_ContWeaponTable;*/
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// global TOK declarations
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//extern CZ3DStringTable g_TokGCMDSName; // general character model description sheet name
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extern CZ3DStringTable g_TokSkeletonPartName;
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extern CZ3DStringTable g_TokAttachmentName;
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extern CZ3DStringTable g_TokSheetName;
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extern CZ3DStringTable g_TokMotionName;
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extern CZ3DStringTable g_TokFileName;
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extern CZ3DStringTable g_TokSlotName;
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extern CZ3DStringTable g_TokOutfitName;
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extern CZ3DStringTable g_TokAttachmentName;
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extern CZ3DStringTable g_TokEventName;
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extern CZ3DStringTable g_TokTemp;
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extern CZ3DMapTok2FileName g_MapEvent2SndFile;
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//extern DWORD g_dwAMeshVertexShader;
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bool _Z3DGlobalInit( const char* szDataRoot, IDirect3DDevice8* pDevice );
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void _Z3DGlobalClose( IDirect3DDevice8* pDevice );
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#endif // !defined(AFX_Z3D_GLOBALS_H__C9E8B261_2F2A_11D5_A644_0000E8EB4C69__INCLUDED_)
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