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Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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98
GeneralsMD/Code/Tools/WW3D/max2w3d/SnapPoints.cpp
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98
GeneralsMD/Code/Tools/WW3D/max2w3d/SnapPoints.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/SnapPoints.cpp $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 11/23/98 11:05a $*
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* *
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* $Revision:: 3 $*
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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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#include "SnapPoints.h"
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#include "chunkio.h"
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#include "Max.h"
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#include "nodelist.h"
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#include "w3d_file.h"
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class PointFilterClass : public INodeFilterClass
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{
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public:
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PointFilterClass(void) { }
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virtual BOOL Accept_Node(INode * node, TimeValue time)
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{
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if (node == NULL) return FALSE;
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Object * obj = node->EvalWorldState(time).obj;
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if (obj == NULL) return FALSE;
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if
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(
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obj->ClassID() == Class_ID(POINTHELP_CLASS_ID,0) &&
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!node->IsHidden()
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)
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{
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return TRUE;
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} else {
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return FALSE;
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}
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}
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};
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void SnapPointsClass::Export_Points(INode * scene_root,TimeValue time,ChunkSaveClass & csave)
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{
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if (scene_root == NULL) return;
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PointFilterClass pointfilter;
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INodeListClass pointlist(scene_root,time,&pointfilter);
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if (pointlist.Num_Nodes() > 0) {
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csave.Begin_Chunk(W3D_CHUNK_POINTS);
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for (unsigned int ci=0; ci<pointlist.Num_Nodes(); ci++) {
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W3dVectorStruct vect;
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Point3 pos = pointlist[ci]->GetNodeTM(time).GetTrans();
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vect.X = pos.x;
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vect.Y = pos.y;
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vect.Z = pos.z;
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csave.Write(&vect,sizeof(vect));
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}
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csave.End_Chunk();
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}
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}
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