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Initial commit of Command & Conquer Renegade source code.
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Code/Tools/pluglib/nodelist.h
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123
Code/Tools/pluglib/nodelist.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/pluglib/nodelist.h 8 3/14/02 4:22p 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 / G *
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* *
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* File Name : NODELIST.H *
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* *
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* Programmer : Greg Hjelstrom *
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* *
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* Start Date : 06/09/97 *
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* *
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* Last Update : June 9, 1997 [GH] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef NODELIST_H
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#define NODELIST_H
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#include "always.h"
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#include <Max.h>
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#ifndef NODEFILT_H
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#include "nodefilt.h"
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#endif
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class INodeListEntryClass;
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class INodeCompareClass;
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/*******************************************************************************
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* INodeListClass
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*
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* This is a class that can enumerate a 3dsMax scene and build a list of
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* all of the INodes that meet your desired criteria.
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*
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*******************************************************************************/
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class INodeListClass : public ITreeEnumProc
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{
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public:
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INodeListClass(TimeValue time,INodeFilterClass * nodefilter = NULL);
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INodeListClass(IScene * scene,TimeValue time,INodeFilterClass * nodefilter = NULL);
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INodeListClass(INode * root,TimeValue time,INodeFilterClass * nodefilter = NULL);
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INodeListClass(INodeListClass & copyfrom,TimeValue time,INodeFilterClass * inodefilter = NULL);
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~INodeListClass();
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void Set_Filter(INodeFilterClass * inodefilter) { INodeFilter = inodefilter; }
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void Insert(INodeListClass & insertlist);
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void Insert(INode * node);
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void Remove(int i);
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unsigned Num_Nodes(void) const { return NumNodes; }
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INode * operator[] (int index) const;
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void Sort(const INodeCompareClass & node_compare);
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void Add_Tree(INode * root);
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bool Contains(INode * node);
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private:
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unsigned NumNodes;
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TimeValue Time;
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INodeListEntryClass * ListHead;
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INodeFilterClass * INodeFilter;
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INodeListEntryClass * get_nth_item(int index);
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int callback(INode * node);
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friend class INodeListIterator;
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};
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class INodeCompareClass
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{
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public:
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// returns <0 if nodea < node b.
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// returns =0 if nodea = node b.
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// returns >0 if nodea > node b.
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virtual int operator() (INode * nodea,INode * nodeb) const = 0;
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};
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class INodeListIterator
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{
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public:
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INodeListIterator(INodeListClass * list);
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~INodeListIterator(void);
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void First(INodeListClass * list = NULL);
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void Next(void);
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bool Is_Done(void);
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INode * Get_INode(void);
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private:
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INodeListClass * List;
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INodeListEntryClass * Node;
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};
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#endif /*NODELIST_H*/
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