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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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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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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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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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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "HeadSpin.h"
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#include "plRealTimeLightBase.h"
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#include "plRealTimeLights.h"
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#include "plRTProjDirLightClassDesc.h"
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#include "pnMessage/pnMessageCreatable.h"
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#include "pnKeyedObject/pnKeyedObjectCreatable.h"
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#include "pnNetCommon/pnNetCommonCreatable.h"
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#include "plSurface/plLayerInterface.h"
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REGISTER_NONCREATABLE( plLayerInterface );
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HINSTANCE hInstance;
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int controlsInit = FALSE;
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// This function is called by Windows when the DLL is loaded. This
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// function may also be called many times during time critical operations
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// like rendering. Therefore developers need to be careful what they
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// do inside this function. In the code below, note how after the DLL is
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// loaded the first time only a few statements are executed.
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BOOL WINAPI DllMain(HINSTANCE hinstDLL,ULONG fdwReason,LPVOID lpvReserved)
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{
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hInstance = hinstDLL; // Hang on to this DLL's instance handle.
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if (!controlsInit)
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{
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controlsInit = TRUE;
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// Note: InitCustomControls is deprecated
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// New versions of 3dsm do this for us :)
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InitCustomControls(hInstance); // Initialize MAX's custom controls
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InitCommonControls(); // Initialize Win95 controls
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}
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return (TRUE);
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}
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__declspec(dllexport) const TCHAR* LibDescription()
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{
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return NULL;
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}
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__declspec(dllexport) int LibNumberClasses()
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{
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return 4;
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}
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__declspec(dllexport) ClassDesc* LibClassDesc(int i)
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{
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switch (i)
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{
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case 0: return (ClassDesc*)plRTSpotLightDesc::GetDesc();
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case 1: return (ClassDesc*)plRTOmniLightDesc::GetDesc();
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case 2: return (ClassDesc*)plRTDirLightDesc::GetDesc();
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case 3: return (ClassDesc*)plRTProjDirLightDesc::GetDesc();
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default: return 0;
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}
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}
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__declspec(dllexport) ULONG LibVersion()
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{
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return VERSION_3DSMAX;
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}
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TCHAR *GetString(int id)
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{
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static TCHAR buf[256];
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if (hInstance)
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return LoadString(hInstance, id, buf, sizeof(buf)) ? buf : NULL;
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return NULL;
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}
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