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Initial commit of Command & Conquer Renegade source code.
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Code/Tools/max2w3d/GameMtlPassDlg.h
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97
Code/Tools/max2w3d/GameMtlPassDlg.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 : Max2W3d *
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* *
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* $Archive:: /Commando/Code/Tools/max2w3d/GameMtlPassDlg.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 11/17/98 1:32p $*
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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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#ifndef GAMEMTLPASSDLG_H
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#define GAMEMTLPASSDLG_H
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#include <Max.h>
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class GameMtl;
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class GameMtlFormClass;
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/*
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** The GameMtlPassDlg will contain a Tab Control which switches between
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** editing the VertexMaterial parameters, the Shader parameters and the
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** Texture parameters.
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*/
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class GameMtlPassDlg: public ParamDlg
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{
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public:
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GameMtlPassDlg(HWND hwMtlEdit, IMtlParams *imp, GameMtl *m,int pass);
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~GameMtlPassDlg();
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BOOL DialogProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
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void Invalidate();
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void UpdateMtlDisplay() { IParams->MtlChanged(); }
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void ReloadDialog();
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Class_ID ClassID();
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void SetThing(ReferenceTarget* target);
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ReferenceTarget * GetThing() { return (ReferenceTarget *)TheMtl; }
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void DeleteThis() { delete this; }
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void SetTime(TimeValue t);
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void ActivateDlg(BOOL onOff);
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enum { PAGE_COUNT = 3 };
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////////////////////////////////////////////////////////////////////////
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// Material dialog interface
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////////////////////////////////////////////////////////////////////////
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IMtlParams * IParams; // interface to the material editor
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GameMtl * TheMtl; // current mtl being edited.
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////////////////////////////////////////////////////////////////////////
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// Windows handles
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////////////////////////////////////////////////////////////////////////
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HWND HwndEdit; // window handle of the materials editor dialog
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HWND HwndPanel; // Rollup parameters panel
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////////////////////////////////////////////////////////////////////////
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// Variables
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////////////////////////////////////////////////////////////////////////
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int PassIndex;
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int CurPage;
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BOOL Valid;
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GameMtlFormClass* Page[PAGE_COUNT];
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};
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#endif
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