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Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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123
GeneralsMD/Code/Tools/WW3D/max2w3d/SceneSetup.cpp
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123
GeneralsMD/Code/Tools/WW3D/max2w3d/SceneSetup.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 : G *
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* *
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* $Archive:: /Commando/Code/Tools/max2w3d/SceneSetup.cpp $*
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* *
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* $Author:: Andre_a $*
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* *
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* $Modtime:: 10/15/99 3:33p $*
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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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* wwSceneSetup -- Allows the user to select how many LOD and damage models to create. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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/*
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** SceneSetup.cpp - Implements the "wwSceneSetup" MAXScript function to
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** present a nice dialog to the user for getting a number of parameters
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** that will governs the number, placement, and type of LOD and Damage
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** models created in the scene.
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*/
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#include "SceneSetupDlg.h"
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#undef STRICT
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#include <MaxScrpt.h>
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#include <Numbers.h>
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#include <Arrays.h>
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#include <definsfn.h>
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/*
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** Let MAXScript know we're implementing new built-in functions.
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*/
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def_visible_primitive(scene_setup, "wwSceneSetup");
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/***********************************************************************************************
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* scene_setup_cf - MAXScript function wwSceneSetup *
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* *
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* wwSceneSetup - Usage: wwSceneSetup arg_array *
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* *
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* INPUT: *
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* The contents of the given array is assumed to be as follows: *
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* lod_count (int) - the number of LOD models that will be created *
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* lod_offset (float) - X offset to move the LODs by *
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* lod_clone (int) - 1==copy 2==instance 3==reference *
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* damage_count (int) - the number of damage models that will be created *
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* damage_offset (float) - Y offset to move the LODs by *
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* damage_clone (int) - 1==copy 2==instance 3==reference *
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* *
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* OUTPUT: *
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* The function returns an array of the new values the user selected in the same format as *
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* above.
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 9/27/1999 AJA : Created. *
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*=============================================================================================*/
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Value * scene_setup_cf (Value **arg_list, int count)
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{
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// We don't want any arguments for this function.
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check_arg_count("wwSceneSetup", 1, count);
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type_check(arg_list[0], Array, "Parameter array");
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SceneSetupDlg dlg(MAXScript_interface);
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one_typed_value_local(Array* result);
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// Read the initial values out of the array.
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Array *args = (Array*)(arg_list[0]);
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dlg.m_LodCount = (args->get(1))->to_int();
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dlg.m_LodOffset = (args->get(2))->to_float();
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dlg.m_LodProc = (args->get(3))->to_int();
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dlg.m_DamageCount = (args->get(4))->to_int();
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dlg.m_DamageOffset = (args->get(5))->to_float();
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dlg.m_DamageProc = (args->get(6))->to_int();
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// Display the dialog
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if (dlg.DoModal() == IDCANCEL)
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{
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pop_value_locals();
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return &undefined;
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}
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// Stuff the values the user chose into the array we'll return.
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vl.result = new Array(6);
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vl.result->append(Integer::intern(dlg.m_LodCount));
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vl.result->append(Float::intern(dlg.m_LodOffset));
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vl.result->append(Integer::intern(dlg.m_LodProc));
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vl.result->append(Integer::intern(dlg.m_DamageCount));
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vl.result->append(Float::intern(dlg.m_DamageOffset));
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vl.result->append(Integer::intern(dlg.m_DamageProc));
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// Return the array of new values.
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return_value(vl.result);
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}
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