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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
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103
Code/ww3d2/nullrobj.h
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103
Code/ww3d2/nullrobj.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/nullrobj.h $*
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* *
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* Author:: Greg Hjelstrom *
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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 NULL_H
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#define NULL_H
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#ifndef RENDOBJ_H
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#include "rendobj.h"
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#endif
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#include "proto.h"
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class Null3DObjClass : public RenderObjClass
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{
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public:
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Null3DObjClass(const char * name = "NULL");
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Null3DObjClass(const Null3DObjClass & src);
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Null3DObjClass & operator = (const Null3DObjClass & that);
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virtual int Class_ID(void) const;
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virtual RenderObjClass * Clone(void) const;
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virtual const char * Get_Name(void) const { return Name; }
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virtual void Render(RenderInfoClass & rinfo);
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virtual void Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const;
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virtual void Get_Obj_Space_Bounding_Box(AABoxClass & box) const;
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protected:
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char Name[2*W3D_NAME_LEN];
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};
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class NullPrototypeClass : public PrototypeClass
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{
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public:
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NullPrototypeClass(void);
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NullPrototypeClass(const W3dNullObjectStruct &null);
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virtual const char * Get_Name(void) const { return Definition.Name; }
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virtual int Get_Class_ID(void) const { return RenderObjClass::CLASSID_NULL; }
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virtual RenderObjClass * Create(void) { return NEW_REF(Null3DObjClass,(Definition.Name)); }
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protected:
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W3dNullObjectStruct Definition;
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};
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class NullLoaderClass : public PrototypeLoaderClass
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{
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public:
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virtual int Chunk_Type(void) { return W3D_CHUNK_NULL_OBJECT; }
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virtual PrototypeClass * Load_W3D(ChunkLoadClass & cload);
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};
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/*
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** Instance of the default loader which the asset manager can
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** automatically install at creation time
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*/
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extern NullLoaderClass _NullLoader;
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#endif
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