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Initial commit of Command & Conquer Renegade source code.
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72
Code/Tools/max2w3d/nullsave.cpp
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72
Code/Tools/max2w3d/nullsave.cpp
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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/nullsave.cpp $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 8/05/99 3:14p $*
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* *
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* $Revision:: 2 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "nullsave.h"
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NullSaveClass::NullSaveClass
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(
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char * mesh_name,
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char * container_name,
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Progress_Meter_Class & meter
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)
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{
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//////////////////////////////////////////////////////////////////////
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// Set up the NullObject description
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//////////////////////////////////////////////////////////////////////
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memset(&NullData,0,sizeof(NullData));
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NullData.Version = W3D_NULL_OBJECT_CURRENT_VERSION;
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if ((container_name != NULL) && (strlen(container_name) > 0)) {
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strcpy(NullData.Name,container_name);
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strcat(NullData.Name,".");
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}
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strcat(NullData.Name,mesh_name);
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}
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int NullSaveClass::Write_To_File(ChunkSaveClass & csave)
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{
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csave.Begin_Chunk(W3D_CHUNK_NULL_OBJECT);
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csave.Write(&NullData,sizeof(NullData));
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csave.End_Chunk();
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return 0;
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}
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