Import Aliens vs Predator - Gold (Build 116)
Source code release, imported from: https://www.gamefront.com/games/aliens-vs-predator-3/file/avp-gold-complete-source-code All text files were converted to Unix format.
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106
3dc/win95/CHNKLOAD.HPP
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106
3dc/win95/CHNKLOAD.HPP
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#ifndef _chnkload_hpp
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#define _chnkload_hpp 1
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#include "chnkload.h"
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#ifdef __cplusplus
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#include "chunk.hpp"
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#include "shpchunk.hpp"
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#include "obchunk.hpp"
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#include "bmpnames.hpp"
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#include "projload.hpp"
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#if 0
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extern BOOL copy_to_mainshpl (Shape_Chunk *shape, int list_pos);
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extern BOOL copy_to_mainshpl (Shape_Sub_Shape_Chunk *shape, int list_pos);
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#endif
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extern void copy_to_module (Object_Chunk * ob, int mod_pos, int shplst_pos);
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extern BOOL copy_to_shapeheader (
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RIFFHANDLE,
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ChunkShape const & cshp,
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SHAPEHEADER *& shphd,
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Chunk_With_Children * shape,
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int flags,
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int local_max_index,
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int * local_tex_index_nos,
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int listpos = GLS_NOTINLIST,
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const ChunkObject* object=0 //object used so that conversion from float to int can be done in world coordinates
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);
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extern BOOL copy_preprocessed_to_shapeheader (
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RIFFHANDLE,
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Shape_Preprocessed_Data_Chunk*,
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SHAPEHEADER *& shphd,
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Chunk_With_Children * shape,
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int flags,
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int local_max_index,
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int * local_tex_index_nos,
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int listpos = GLS_NOTINLIST,
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const ChunkObject* object=0 //object used so that conversion from float to int can be done in world coordinates
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);
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extern BOOL copy_sprite_to_shapeheader (RIFFHANDLE, SHAPEHEADER *& shphd,Sprite_Header_Chunk* shc, int listpos = GLS_NOTINLIST);
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extern BOOL copy_to_map6(Object_Chunk *,MAPBLOCK6*, int shplst_pos);
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extern void merge_polygons_in_chunkshape (ChunkShape & shp, Shape_Merge_Data_Chunk * smdc);
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extern File_Chunk * Env_Chunk;
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extern double local_scale;
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// copies shape to msl
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#if SupportMorphing && LOAD_MORPH_SHAPES
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typedef struct
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{
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int start_list_pos;
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int main_list_pos;
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MORPHCTRL * mc;
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} CTM_ReturnType;
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#else
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typedef int CTM_ReturnType;
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#endif
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CTM_ReturnType copy_to_mainshapelist(RIFFHANDLE, Shape_Chunk *, int flags,const ChunkObject* object=0);
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#define CopyToMainshapelist(h,r,p,f) copy_to_mainshapelist(h,r,p,f)
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// copies sprite to msl
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int copy_sprite_to_mainshapelist(RIFFHANDLE, Sprite_Header_Chunk *, int flags);
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#define CopySpriteToMainshapelist(h,p,f) copy_sprite_to_mainshapelist(h,p,f)
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// hook to load a bitmap - so you can load them from test directories, etc. should return tex index
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extern int load_rif_bitmap (char const * fname, BMPN_Flags flags);
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#define LoadRIFBitmap(s,f) load_rif_bitmap(s,f)
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// project specific shape pre processing - usually merge polys
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extern void pre_process_shape (RIFFHANDLE, ChunkShape &, Chunk_With_Children * shape_chunk, int flags);
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#define PreProcessShape(h,r,p,f) pre_process_shape(h,r,p,f)
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struct _RifHandle : Project_RifHandle
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{
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File_Chunk * fc;
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Environment_Data_Chunk * envd;
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Chunk_With_Children * palparent;
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List<int> shape_nums;
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int max_index;
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int * tex_index_nos;
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~_RifHandle()
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{}
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_RifHandle()
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: fc(0)
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, envd(0)
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, max_index(0)
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, tex_index_nos(0)
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, palparent(0)
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{}
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};
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#endif
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#endif
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