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Initial commit of Command & Conquer Renegade source code.
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Code/ww3d2/hueshift/enbassetmgr.h
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74
Code/ww3d2/hueshift/enbassetmgr.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 : ENBAssetMgr *
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* *
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* $Archive:: /VSS_Sync/ww3d2/hueshift/enbassetmgr.h $*
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* *
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* Original Author:: Hector Yee *
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* *
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* $Author:: Vss_sync $*
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* *
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* $Modtime:: 8/29/01 10:35p $*
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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 ENBASSETMGR_H
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#define ENBASSETMGR_H
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#include <assetmgr.h>
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class Vector3;
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class VertexMaterialClass;
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class ENBAssetManager: public WW3DAssetManager
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{
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public:
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ENBAssetManager(void);
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virtual ~ENBAssetManager(void);
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// unique to ENBAssetManager
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virtual RenderObjClass * Create_Render_Obj(const char * name,float Scale,Vector3 &HSV_shift);
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private:
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void Make_Mesh_Unique(RenderObjClass *robj,bool geometry, bool colors);
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void Make_HLOD_Unique(RenderObjClass *robj,bool geometry, bool colors);
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void Make_Unique(RenderObjClass *robj,bool geometry, bool colors);
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void Recolor_Vertex_Material(VertexMaterialClass *vmat,Vector3 &hsv_shift);
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void Recolor_Vertices(unsigned int *color, int count, Vector3 &hsv_shift);
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void Recolor_Mesh(RenderObjClass *robj,Vector3 &hsv_shift);
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TextureClass * Recolor_Texture(TextureClass *texture, Vector3 &hsv_shift);
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void Recolor_HLOD(RenderObjClass *robj,Vector3 &hsv_shift);
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void Recolor_ParticleEmitter(RenderObjClass *robj,Vector3 &hsv_shift);
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void Recolor_Asset(RenderObjClass *robj,Vector3 &hsv_shift);
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};
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#endif
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