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Initial commit of Command & Conquer Renegade source code.
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Code/wwphys/lightsolveprogress.h
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100
Code/wwphys/lightsolveprogress.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 : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/lightsolveprogress.h $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 3/01/02 10:20a $*
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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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#ifndef LIGHTSOLVEPROGRESS_H
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#define LIGHTSOLVEPROGRESS_H
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/**
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** LightSolveProgressClass
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** This class is used to communicate the current status of the light solve
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*/
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class LightSolveProgressClass
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{
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public:
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LightSolveProgressClass(void);
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/*
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** Read status (UI uses this to provide progress display)
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*/
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int Get_Object_Count(void) { return ObjectCount; }
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int Get_Processed_Object_Count(void) { return ProcessedObjectCount; }
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const char * Get_Current_Mesh_Name(void) { return CurrentMeshName; }
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int Get_Current_Mesh_Vertex_Count(void) { return CurrentVertexCount; }
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int Get_Current_Vertex(void) { return CurrentVertex; }
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/*
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** Set status (vertex solver does this)
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*/
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void Set_Object_Count(int count) { ObjectCount = count; }
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void Increment_Processed_Object_Count(void) { ProcessedObjectCount++; }
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void Set_Current_Mesh_Name(const char * name) { CurrentMeshName = name; }
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void Set_Current_Mesh_Vertex_Count(int vcount) { CurrentVertexCount = vcount; }
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void Set_Current_Vertex(int index) { CurrentVertex = index; }
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/*
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** Cancellation request
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*/
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void Request_Cancel(void) { CancelRequested = true; }
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bool Is_Cancel_Requested(void) { return CancelRequested; }
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protected:
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int ObjectCount;
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int ProcessedObjectCount;
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const char * CurrentMeshName;
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int CurrentVertexCount;
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int CurrentVertex;
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bool CancelRequested;
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};
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inline LightSolveProgressClass::LightSolveProgressClass(void) :
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ObjectCount(0),
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ProcessedObjectCount(0),
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CurrentMeshName(NULL),
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CurrentVertexCount(0),
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CurrentVertex(0),
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CancelRequested(false)
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{
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}
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#endif
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