64 RGBA
Eval(ShadeContext& sc) {
return Map->EvalColor(sc); }
65 float EvalMono(ShadeContext& sc) {
return Map->EvalMono(sc); }
107 RefTargetHandle
Clone(RemapDir &remap);
108 RefResult
NotifyRefChanged( Interval changeInt, RefTargetHandle hTarget, PartID& partID, RefMessage message);
110 IOResult
Save(ISave * isave);
111 IOResult
Load(ILoad * iload);
RefResult NotifyRefChanged(Interval changeInt, RefTargetHandle hTarget, PartID &partID, RefMessage message)
void SetReference(int i, RefTargetHandle rtarg)
IOResult Load(ILoad *iload)
void SetClientPtr(MtlBase *mb)
GameMapsClass(MtlBase *mb)
BOOL AssignController(Animatable *control, int subAnim)
TexmapSlotClass & operator[](int i)
int SubNumToRefNum(int subNum)
RefTargetHandle GetReference(int i)
Animatable * SubAnim(int i)
TexmapSlotClass TextureSlot[NTEXMAPS]
IOResult Save(ISave *isave)
RefTargetHandle Clone(RemapDir &remap)
float EvalMono(ShadeContext &sc)
float GetAmount(TimeValue t)
void Update(TimeValue t, Interval &ivalid)
Point3 EvalNormalPerturb(ShadeContext &sc)
RGBA Eval(ShadeContext &sc)
ClassDesc * Get_Game_Maps_Desc()