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Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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129
GeneralsMD/Code/Tools/WW3D/max2w3d/hlodsave.h
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129
GeneralsMD/Code/Tools/WW3D/max2w3d/hlodsave.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 : Renegade / G *
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* *
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* $Archive:: /Commando/Code/Tools/max2w3d/hlodsave.h $*
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 10/27/00 10:22a $*
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* *
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* $Revision:: 4 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef HLODSAVE_H
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#define HLODSAVE_H
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#include "always.h"
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#include <Max.h>
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#include <stdio.h>
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#include "w3d_file.h"
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#include "progress.h"
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#include "chunkio.h"
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#include "meshcon.h"
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class INodeListClass;
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class MeshConnectionsClass;
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/**
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** HLodSaveClass
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** This object takes an array of mesh-connections objects and exports an LOD model
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** constructed from them.
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*/
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class HLodSaveClass
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{
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public:
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HLodSaveClass (MeshConnectionsClass **connections, int lod_count, TimeValue CurTime,
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char *name, const char *htree_name, Progress_Meter_Class &meter,
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INodeListClass *origin_list);
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~HLodSaveClass (void);
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bool Save (ChunkSaveClass &csave);
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protected:
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/*
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** class HLodArrayEntry hold the HLOD tree that we will save out in the Save() method.
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*/
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class HLodArrayEntry
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{
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public:
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W3dHLodArrayHeaderStruct header;
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W3dHLodSubObjectStruct *sub_obj;
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int num_sub_objects;
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HLodArrayEntry (int num_sub_objs = 0)
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{
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sub_obj = NULL;
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num_sub_objects = 0;
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Allocate_Sub_Objects(num_sub_objs);
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}
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~HLodArrayEntry (void)
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{
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if (sub_obj)
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{
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delete sub_obj;
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sub_obj = NULL;
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num_sub_objects = 0;
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}
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}
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bool Allocate_Sub_Objects (int num)
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{
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if (num <= 0) return false;
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num_sub_objects = 0;
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sub_obj = new W3dHLodSubObjectStruct[num];
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if (!sub_obj) return false;
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num_sub_objects = num;
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return true;
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}
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bool operator == (const HLodArrayEntry & that) { return false; }
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bool operator != (const HLodArrayEntry & that) { return !(*this == that); }
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};
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bool save_header (ChunkSaveClass &csave);
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bool save_lod_arrays (ChunkSaveClass &csave);
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bool save_aggregate_array (ChunkSaveClass & csave);
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bool save_proxy_array(ChunkSaveClass & csave);
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bool save_sub_object_array(ChunkSaveClass & csave, const HLodArrayEntry & array);
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W3dHLodHeaderStruct header;
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HLodArrayEntry * lod_array;
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HLodArrayEntry aggregate_array;
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HLodArrayEntry proxy_array;
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};
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#endif
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