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Initial commit of Command & Conquer Renegade source code.
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Code/ww3d2/dx8rendererdebugger.h
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75
Code/ww3d2/dx8rendererdebugger.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 : ww3d *
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* *
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* $Archive:: /Commando/Code/ww3d2/dx8rendererdebugger.h $*
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* *
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* Original Author:: Jani Penttinen *
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* *
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* $Author:: Jani_p $*
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* *
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* $Modtime:: 11/06/01 6:14p $*
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* *
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* $Revision:: 1 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef DX8_RENDERER_DEBUGGER_H
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#define DX8_RENDERER_DEBUGGER_H
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#include "always.h"
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class StringClass;
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class MeshClass;
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// Note! For the debugger to be usable, the application must call DX8RendererDebugger::Update() once
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// each frame.
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class DX8RendererDebugger
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{
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static bool Enabled;
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public:
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static void Enable(bool enable);
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WWINLINE static bool Is_Enabled() { return Enabled; }
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static void Get_String(StringClass& s);
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static void Update();
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#ifdef WWDEBUG
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static void Add_Mesh(MeshClass* mesh);
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#else
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static void Add_Mesh(MeshClass* mesh) {}
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#endif
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static void Disable_Mesh(unsigned id);
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static void Enable_Mesh(unsigned id);
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static void Disable_All();
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static void Enable_All();
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};
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#endif
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