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Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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88
GeneralsMD/Code/Tools/WW3D/max2w3d/LightGlareSave.cpp
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88
GeneralsMD/Code/Tools/WW3D/max2w3d/LightGlareSave.cpp
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/*
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** Command & Conquer Generals Zero Hour(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Max2W3D *
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* *
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* $Archive:: /Commando/Code/Tools/max2w3d/LightGlareSave.cpp $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 8/06/00 11:21a $*
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* *
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* $Revision:: 2 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "LightGlareSave.h"
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#include "w3d_file.h"
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#include "util.h"
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#include "w3dappdata.h"
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#include "errclass.h"
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LightGlareSaveClass::LightGlareSaveClass
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(
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char * mesh_name,
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char * container_name,
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INode * inode,
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Matrix3 & exportspace,
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TimeValue curtime,
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Progress_Meter_Class & meter
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)
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{
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//////////////////////////////////////////////////////////////////////
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// Init the glare info
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//////////////////////////////////////////////////////////////////////
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memset(&GlareData,0,sizeof(GlareData));
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//////////////////////////////////////////////////////////////////////
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// Get the position of the pivot point relative to the given
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// export coordinate system.
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//////////////////////////////////////////////////////////////////////
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// Transform the mesh into the desired coordinate system
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Matrix3 node_matrix = inode->GetObjectTM(curtime);
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Matrix3 offset_matrix = node_matrix * Inverse(exportspace);
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GlareData.Position.X = offset_matrix.GetTrans().x;
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GlareData.Position.Y = offset_matrix.GetTrans().y;
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GlareData.Position.Z = offset_matrix.GetTrans().z;
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}
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int LightGlareSaveClass::Write_To_File(ChunkSaveClass & csave)
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{
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csave.Begin_Chunk(W3D_CHUNK_LIGHTGLARE);
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csave.Begin_Chunk(W3D_CHUNK_LIGHTGLARE_INFO);
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csave.Write(&GlareData,sizeof(GlareData));
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csave.End_Chunk();
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csave.End_Chunk();
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return 0;
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}
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