void RegisterWZ4Classes() { for(sInt i=0;i<2;i++) { sREGOPS(basic,0); sREGOPS(poc,0); } }
void RegisterWZ4Classes() { for(sInt i=0;i<2;i++) { sREGOPS(basic,0); sREGOPS(poc,1); sREGOPS(chaos_font,0); // should go away soon (detuned) sREGOPS(wz3_bitmap,0); sREGOPS(wz4_anim,0); sREGOPS(wz4_mtrl,1); sREGOPS(chaosmesh,1); // should go away soon (detuned) sREGOPS(wz4_demo2,0); sREGOPS(wz4_mesh,0); sREGOPS(chaosfx,0); sREGOPS(easter,0); sREGOPS(wz4_bsp,0); sREGOPS(wz4_mtrl2,0); sREGOPS(tron,1); sREGOPS(wz4_ipp,0); sREGOPS(wz4_audio,0); // audio to image -> not usefull (yet) sREGOPS(fxparticle,0); sREGOPS(wz4_modmtrl,0); sREGOPS(wz4_modmtrlmod,0); sREGOPS(fr062,0); // the cube sREGOPS(fr063_chaos,0); // chaos+tron sREGOPS(fr063_tron,0); // chaos+tron sREGOPS(fr063_mandelbulb,0); // chaos+tron sREGOPS(fr063_sph,0); // chaos+tron sREGOPS(adf,0); sREGOPS(pdf,0); sREGOPS(screens4,0); } Doc->FindType(L"Scene")->Secondary = 1; Doc->FindType(L"GenBitmap")->Order = 2; Doc->FindType(L"Wz4Mesh")->Order = 3; Doc->FindType(L"Wz4Render")->Order = 4; Doc->FindType(L"Wz4Mtrl")->Order = 5; wClass *cl = Doc->FindClass(L"MakeTexture2",L"Texture2D"); sVERIFY(cl); Doc->Classes.RemOrder(cl); Doc->Classes.AddHead(cl); // order preserving! }