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Initial commit of Command & Conquer Renegade source code.
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83
Code/Tools/max2w3d/namedsel.h
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83
Code/Tools/max2w3d/namedsel.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/namedsel.h 4 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/namedsel.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:: 4 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef NAMEDSEL_H
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#define NAMEDSEL_H
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#include "Max.h"
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/*
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** This is a class for containing bit arrays for
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** the named selection sets. I stole it from
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** the Edit Mesh modifier code...
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** It is basically a dynamically sized array
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** of bitarrays.
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*/
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class NamedSelSetList
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{
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public:
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Tab<BitArray*> Sets;
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Tab<TSTR*> Names;
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~NamedSelSetList();
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BitArray & operator[](int i) { return *Sets[i]; }
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int Count() { return Sets.Count(); }
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int Find_Set(TSTR & setname);
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void Delete_Set(int i);
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void Delete_Set(TSTR & setname);
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void Reset(void);
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void Append_Set(BitArray & nset,TSTR & setname);
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IOResult Load(ILoad * iload);
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IOResult Save(ISave * isave);
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IOResult Load_Set(ILoad * iload);
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void Set_Size(int size);
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NamedSelSetList & operator=(NamedSelSetList & from);
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enum {
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NAMED_SEL_SET_CHUNK = 0x0021,
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NAMED_SEL_BITS_CHUNK = 0x0022,
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NAMED_SEL_NAME_CHUNK = 0x0023
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};
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};
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#endif /*NAMEDSEL_H*/
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