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Chunk bounds span (width - 1) * scale; the nearest scene map cell is used and the far edge is kept one cell inside. Chunks are indexed by grid cell when they form a grid. Skipping reads instead of seeking, so a cut-off file can't seek past the end. Terrain mesh indices follow the vertex order. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
25 lines
861 B
CMake
25 lines
861 B
CMake
set(DZONEMANAGER_SOURCES "dZoneManager.cpp"
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"Level.cpp"
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"Raw.cpp"
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"Spawner.cpp"
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"Zone.cpp")
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add_library(dZoneManager OBJECT ${DZONEMANAGER_SOURCES})
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target_link_libraries(dZoneManager
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PRIVATE dDatabaseCDClient
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PUBLIC dPhysics)
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#set_property(TARGET dZoneManager APPEND PROPERTY INTERFACE_LINK_LIBRARIES dWorldServer)
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target_include_directories(dZoneManager PUBLIC "."
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"${PROJECT_SOURCE_DIR}/dGame" # Entity.h
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"${PROJECT_SOURCE_DIR}/dGame/dEntity" # EntityInfo.h
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PRIVATE
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"${PROJECT_SOURCE_DIR}/dCommon/dClient" # SceneColor.h
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"${PROJECT_SOURCE_DIR}/dGame/dComponents" #InventoryComponent.h
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"${PROJECT_SOURCE_DIR}/dGame/dInventory" #InventoryComponent.h (transitive)
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"${PROJECT_SOURCE_DIR}/dGame/dBehaviors" #BehaviorSlot.h
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"${PROJECT_SOURCE_DIR}/dGame/dGameMessages" #GameMessages.h
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"${PROJECT_SOURCE_DIR}/dGame/dUtilities" #VanityUtilities.h
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)
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