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Initial commit of Command & Conquer Renegade source code.
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93
Code/Tools/LevelEdit/INISections.h
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93
Code/Tools/LevelEdit/INISections.h
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/*
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** Command & Conquer Renegade(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 : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/INISections.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 4/12/99 7:10p $*
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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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#ifndef __INISECTIONS_H
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#define __INISECTIONS_H
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/////////////////////////////////////////////////////////
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//
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// Constants
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//
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//
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// Level export sections
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//
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const TCHAR * const SECTION_DEBUG = TEXT ("Level_Debug");
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const TCHAR * const SECTION_BACKGROUND = TEXT ("Level_Background");
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const TCHAR * const SECTION_TERRAIN = TEXT ("Level_Terrain");
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const TCHAR * const SECTION_TILEMAP = TEXT ("Level_Tilemap");
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const TCHAR * const SECTION_OBJECTS = TEXT ("Level_Objects");
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const TCHAR * const SECTION_WAYPATHS = TEXT ("Level_Waypaths");
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const TCHAR * const SECTION_ZONES = TEXT ("Level_Zones");
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const TCHAR * const SECTION_SOUNDS = TEXT ("Level_Sounds");
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const TCHAR * const SECTION_PRELOADS = TEXT ("Level_Preload_Assets");
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const TCHAR * const SECTION_TRANSITIONS = TEXT ("Level_Transitions");
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const TCHAR * const SECTION_MUSIC = TEXT ("Level_Music");
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//
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// Object library sections and key names
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//
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const TCHAR * const OBJLIBRARY_OBJ_SECTION = TEXT ("Objects");
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const TCHAR * const OBJLIBRARY_ZONE_SECTION = TEXT ("Zones");
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const TCHAR * const OBJLIBRARY_TRANS_SECTION = TEXT ("Transitions");
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const TCHAR * const OBJLIBRARY_PATH_SECTION = TEXT ("Waypaths");
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const TCHAR * const OBJLIBRARY_LIGHT_SECTION = TEXT ("Lights");
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const TCHAR * const OBJLIBRARY_SOUND_SECTION = TEXT ("Sounds");
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const TCHAR * const OBJLIBRARY_ID = TEXT ("TypeID");
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const TCHAR * const OBJLIBRARY_NAME = TEXT ("TypeName");
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const TCHAR * const OBJLIBRARY_MODEL = TEXT ("TypeModel");
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const TCHAR * const OBJLIBRARY_AGGREGATES = TEXT ("TypeAggregates");
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const TCHAR * const OBJLIBRARY_CLASS = TEXT ("TypeClass");
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const TCHAR * const OBJLIBRARY_REL_TRANS = TEXT ("ObjTransform");
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const TCHAR * const OBJLIBRARY_PARENT_ID = TEXT ("AggParentID");
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const TCHAR * const OBJLIBRARY_CLASS_OBJ = TEXT ("Object");
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const TCHAR * const OBJLIBRARY_CLASS_ZONE = TEXT ("Zone");
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const TCHAR * const OBJLIBRARY_CLASS_TRANS = TEXT ("Transition");
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const TCHAR * const OBJLIBRARY_CLASS_PATH = TEXT ("Waypath");
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const TCHAR * const OBJLIBRARY_CLASS_LIGHT = TEXT ("Light");
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const TCHAR * const OBJLIBRARY_CLASS_SOUND = TEXT ("Sound");
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#endif //__INISECTION_H
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