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Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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84
GeneralsMD/Code/Tools/WW3D/max2w3d/LightGlareSave.h
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84
GeneralsMD/Code/Tools/WW3D/max2w3d/LightGlareSave.h
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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.h $*
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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:: 8/05/00 10:27a $*
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* *
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* $Revision:: 1 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef LIGHTGLARESAVE_H
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#define LIGHTGLARESAVE_H
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#include <Max.h>
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#include "w3d_file.h"
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#include "chunkio.h"
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#include "progress.h"
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/*******************************************************************************************
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**
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** LightGlareSaveClass - Create a Light Glare definition from a Max mesh. In the initial
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** implementation, all I need to save is the point at the pivot of the mesh.
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**
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*******************************************************************************************/
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class LightGlareSaveClass
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{
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public:
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enum {
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EX_UNKNOWN = 0, // exception error codes
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EX_CANCEL = 1
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};
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LightGlareSaveClass( 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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int Write_To_File(ChunkSaveClass & csave);
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private:
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W3dLightGlareStruct GlareData;
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};
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#endif
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