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Initial commit of Command & Conquer Renegade source code.
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Code/ww3d2/ww3dtrig.h
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61
Code/ww3d2/ww3dtrig.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/ww3dtrig.h $*
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 1/08/01 10:04a $*
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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 WW3DTRIG_H
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#define WW3DTRIG_H
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/*
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** The WW3D Library will check for debugging triggers using the following ID's
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** Your application may install a trigger handler into the WWDebug library and then
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** watch for these ID's coming through. Then if you wish to "trigger" one, then
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** assign a key or something to the trigger and when your trigger handler is called,
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** check if the key is down. The trigger can be enabled in any way you want but
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** in practice, most things will probably be tied to keys.
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*/
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enum
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{
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WW3D_TRIGGER_RENDER_STATS = 0x100, // display render stats in the debug window
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WW3D_TRIGGER_SURFACE_CACHE_STATS = 0x101, // display surface cache info in the debug window
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WW3D_TRIGGER_PROCESS_STATS = 0x102 // render stats for last frame only
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};
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#endif
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