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67
engines/hpl1/engine/scene/Light3DPoint.h
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67
engines/hpl1/engine/scene/Light3DPoint.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_LIGHT3D_POINT_H
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#define HPL_LIGHT3D_POINT_H
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#include "hpl1/engine/scene/Light3D.h"
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namespace hpl {
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//------------------------------------------
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kSaveData_ChildClass(iLight3D, cLight3DPoint) {
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kSaveData_ClassInit(cLight3DPoint) public :
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virtual iSaveObject *CreateSaveObject(cSaveObjectHandler * apSaveObjectHandler, cGame * apGame);
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virtual int GetSaveCreatePrio();
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};
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//------------------------------------------
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class cLight3DPoint : public iLight3D {
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typedef iLight3D super;
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public:
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cLight3DPoint(tString asName, cResources *apResources);
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virtual ~cLight3DPoint() = default;
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// SaveObject implementation
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virtual iSaveData *CreateSaveData();
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virtual void SaveToSaveData(iSaveData *apSaveData);
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virtual void LoadFromSaveData(iSaveData *apSaveData);
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virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
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private:
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cSectorVisibilityContainer *CreateSectorVisibility();
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void UpdateBoundingVolume();
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bool CreateClipRect(cRect2l &aCliprect, cRenderSettings *apRenderSettings, iLowLevelGraphics *apLowLevelGraphics);
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};
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} // namespace hpl
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#endif // HPL_LIGHT3D_POINT_H
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