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Initial commit of Command & Conquer Renegade source code.
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129
Code/Tools/max2w3d/bpick.h
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129
Code/Tools/max2w3d/bpick.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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/* $Header: /Commando/Code/Tools/max2w3d/bpick.h 6 10/28/97 6:08p Greg_h $ */
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando Tools - WWSkin *
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* *
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* $Archive:: /Commando/Code/Tools/max2w3d/bpick.h $*
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 10/21/97 2:05p $*
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* *
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* $Revision:: 6 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef BPICK_H
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#define BPICK_H
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#include "Max.h"
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//#include "dllmain.h"
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//#include "resource.h"
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/*
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** To use the Bone picking class, you should inherit from this class
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** and implement the User_Picked... functions.
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*/
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class BonePickerUserClass
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{
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public:
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virtual void User_Picked_Bone(INode * node) = 0;
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virtual void User_Picked_Bones(INodeTab & nodetab) = 0;
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};
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/*
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** BonePickerClass
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** Uses Max's interface to let the user pick bones out of the scene
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** or by using a dialog box to pick by name.
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*/
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class BonePickerClass : public PickNodeCallback, public PickModeCallback, public HitByNameDlgCallback
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{
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public:
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BonePickerClass(void) : User(NULL), BoneList(NULL), SinglePick(FALSE) {}
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/*
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** Tell this class who is using it and optionally the list
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** of bones to allow the user to select from.
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** Call this before giving this class to MAX...
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*/
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void Set_User(BonePickerUserClass * user,int singlepick = FALSE, INodeTab * bonelist = NULL) { User = user; SinglePick = singlepick; BoneList = bonelist; }
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/*
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** From BonePickNodeCallback:
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*/
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BOOL Filter(INode *node);
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/*
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** From BonePickModeCallback:
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*/
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BOOL HitTest(IObjParam *ip,HWND hWnd,ViewExp *vpt,IPoint2 m,int flags);
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BOOL Pick(IObjParam *ip,ViewExp *vpt);
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void EnterMode(IObjParam *ip) { }
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void ExitMode(IObjParam *ip) { }
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PickNodeCallback * GetFilter() {return this;}
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BOOL RightClick(IObjParam *ip,ViewExp *vpt) { return TRUE; }
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/*
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** From HitByNameDlgCallback
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*/
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virtual TCHAR * dialogTitle(void);
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virtual TCHAR * buttonText(void);
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virtual BOOL singleSelect(void) { return SinglePick; }
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virtual BOOL useFilter(void) { return TRUE; }
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virtual BOOL useProc(void) { return TRUE; }
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virtual BOOL doCustomHilite(void) { return FALSE; }
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virtual BOOL filter(INode * inode);
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virtual void proc(INodeTab & nodeTab);
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protected:
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/*
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** The bone picker will pass the bones on to the "user" of
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** the class.
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*/
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BonePickerUserClass * User;
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/*
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** List of bones that the user is being allowed to pick from.
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** If this is NULL, then the user can pick any bone
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*/
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INodeTab * BoneList;
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/*
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** Flag for whether to allow multiple selection or not
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*/
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int SinglePick;
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};
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extern BonePickerClass TheBonePicker;
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#endif
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