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Initial commit of Command & Conquer Renegade source code.
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Code/Tools/LevelEdit/VisMgr.h
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112
Code/Tools/LevelEdit/VisMgr.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/VisMgr.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 10/02/00 3:26p $*
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* *
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* $Revision:: 5 $*
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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 __VISMGR_H
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#define __VISMGR_H
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#include "vector.h"
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/////////////////////////////////////////////////////////////////////////
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// Forward declarations
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/////////////////////////////////////////////////////////////////////////
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class ChunkLoadClass;
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class ChunkSaveClass;
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class StaticPhysClass;
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class Matrix3D;
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class NodeClass;
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/////////////////////////////////////////////////////////////////////////
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// Typedefs
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/////////////////////////////////////////////////////////////////////////
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typedef bool (*VIS_POINT_RENDERED_CALLBACK) (DWORD milliseconds, DWORD param);
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/////////////////////////////////////////////////////////////////////////
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//
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// VisMgrClass
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//
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/////////////////////////////////////////////////////////////////////////
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class VisMgrClass
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{
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public:
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//////////////////////////////////////////////////////////
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// Public methods
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//////////////////////////////////////////////////////////
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//
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// Vis remapping (exporting vis from one level and importing
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// it into another).
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//
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static void Import_Remap_Data (ChunkLoadClass &cload);
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static void Export_Remap_Data (ChunkSaveClass &csave);
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//
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// Vis generation
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//
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static void Build_Node_List (DynamicVectorClass<NodeClass *> &node_list, bool selection_only = false);
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static void Render_Manual_Vis_Points (bool farm_mode = false, int processor_index = 0, int total_processors = 1, VIS_POINT_RENDERED_CALLBACK callback = NULL, DWORD param = 0);
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protected:
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//////////////////////////////////////////////////////////
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// Protected methods
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//////////////////////////////////////////////////////////
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//
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// Utility methods
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//
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static StaticPhysClass * Find_Static_Phys_Object (LPCTSTR mesh_name, const Matrix3D &tm);
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static void Add_Nodes_To_List (DynamicVectorClass<NodeClass *> &node_list, NodeClass *node);
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private:
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//////////////////////////////////////////////////////////
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// Private member data
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//////////////////////////////////////////////////////////
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};
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#endif //__VISMGR_H
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