Visual Studio refactoring
parent
59e8887eaf
commit
d2ced42562
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@ -73,7 +73,7 @@ void Engine::create(int screenWidth, int screenHeight, const std::string &name,
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}
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if (Consts::SHOW_FPS_COUNTER) {
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screen->drawText(std::to_string(Time::fps()) + " fps", Vec2D(screen->width() - 100, 10), 25,
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screen->drawText(std::to_string(Time::fps()) + " fps", Vec2D(static_cast<double>(screen->width()) - 100.0, 10.0), 25,
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sf::Color(100, 100, 100));
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}
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@ -111,7 +111,7 @@ void Engine::printDebugText() const {
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if (_useOpenGL) {
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text += "\n Using OpenGL acceleration";
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} else {
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text += "\n" + std::to_string((int) _triPerSec) + " tris/s";
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text += "\n" + std::to_string( _triPerSec) + " tris/s";
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}
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sf::Text t;
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@ -120,7 +120,7 @@ void Engine::printDebugText() const {
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t.setString(text);
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t.setCharacterSize(30);
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t.setFillColor(sf::Color::Black);
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t.setPosition(screen->width() - 400, 10);
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t.setPosition(static_cast<float>(screen->width()) - 400.0f, 10.0f);
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screen->drawText(t);
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}
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@ -16,7 +16,7 @@ class Engine {
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private:
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std::string _name;
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double _triPerSec = 0;
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int _triPerSec = 0;
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bool _updateWorld = true;
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bool _debugText = Consts::SHOW_DEBUG_INFO;
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bool _useOpenGL = Consts::USE_OPEN_GL;
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@ -2,6 +2,8 @@
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// Created by Иван Ильин on 15.03.2021.
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//
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#include <stdexcept>
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#include "Object.h"
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#include "Matrix4x4.h"
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@ -135,25 +137,25 @@ void Object::unattach(const ObjectNameTag &tag) {
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GLfloat *Object::glView() const {
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auto *v = (GLfloat *) malloc(4 * 4 * sizeof(GLfloat));
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v[0] = -(GLfloat) left().x();
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v[4] = -(GLfloat) left().y();
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v[8] = -(GLfloat) left().z();
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v[12] = (GLfloat) position().dot(left());
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v[0] = -static_cast<GLfloat>(left().x());
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v[4] = -static_cast<GLfloat>(left().y());
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v[8] = -static_cast<GLfloat>(left().z());
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v[12] = static_cast<GLfloat>(position().dot(left()));
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v[1] = (GLfloat) up().x();
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v[5] = (GLfloat) up().y();
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v[9] = (GLfloat) up().z();
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v[13] = -(GLfloat) position().dot(up());
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v[1] = static_cast<GLfloat>(up().x());
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v[5] = static_cast<GLfloat>(up().y());
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v[9] = static_cast<GLfloat>(up().z());
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v[13] = -static_cast<GLfloat>(position().dot(up()));
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v[2] = -(GLfloat) lookAt().x();
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v[6] = -(GLfloat) lookAt().y();
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v[10] = -(GLfloat) lookAt().z();
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v[14] = (GLfloat) position().dot(lookAt());
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v[2] = -static_cast<GLfloat>(lookAt().x());
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v[6] = -static_cast<GLfloat>(lookAt().y());
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v[10] = -static_cast<GLfloat>(lookAt().z());
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v[14] = static_cast<GLfloat>(position().dot(lookAt()));
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v[3] = (GLfloat) 0.0f;
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v[7] = (GLfloat) 0.0f;
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v[11] = (GLfloat) 0.0f;
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v[15] = (GLfloat) 1.0f;
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v[3] = static_cast<GLfloat>(0.0f);
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v[7] = static_cast<GLfloat>(0.0f);
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v[11] = static_cast<GLfloat>(0.0f);
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v[15] = static_cast<GLfloat>(1.0f);
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return v;
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}
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@ -161,25 +163,25 @@ GLfloat *Object::glView() const {
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GLfloat *Object::glModel() const {
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auto *m = (GLfloat *) malloc(4 * 4 * sizeof(GLfloat));
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m[0] = (GLfloat) left().x();
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m[4] = (GLfloat) up().x();
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m[8] = (GLfloat) lookAt().x();
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m[12] = (GLfloat) position().x();
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m[0] = static_cast<GLfloat>(left().x());
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m[4] = static_cast<GLfloat>(up().x());
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m[8] = static_cast<GLfloat>(lookAt().x());
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m[12] = static_cast<GLfloat>(position().x());
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m[1] = (GLfloat) left().y();
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m[5] = (GLfloat) up().y();
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m[9] = (GLfloat) lookAt().y();
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m[13] = (GLfloat) position().y();
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m[1] = static_cast<GLfloat>(left().y());
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m[5] = static_cast<GLfloat>(up().y());
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m[9] = static_cast<GLfloat>(lookAt().y());
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m[13] = static_cast<GLfloat>(position().y());
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m[2] = (GLfloat) left().z();
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m[6] = (GLfloat) up().z();
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m[10] = (GLfloat) lookAt().z();
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m[14] = (GLfloat) position().z();
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m[2] = static_cast<GLfloat>(left().z());
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m[6] = static_cast<GLfloat>(up().z());
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m[10] = static_cast<GLfloat>(lookAt().z());
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m[14] = static_cast<GLfloat>(position().z());
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m[3] = (GLfloat) 0.0f;
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m[7] = (GLfloat) 0.0f;
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m[11] = (GLfloat) 0.0f;
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m[15] = (GLfloat) 1.0f;
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m[3] = static_cast<GLfloat>(0.0f);
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m[7] = static_cast<GLfloat>(0.0f);
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m[11] = static_cast<GLfloat>(0.0f);
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m[15] = static_cast<GLfloat>(1.0f);
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return m;
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}
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@ -183,7 +183,7 @@ GLfloat *Screen::glMeshToGLfloatArray(std::shared_ptr<Mesh> mesh, const Vec3D &c
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auto *geometry = (GLfloat *) malloc(7 * 3 * triangles.size() * sizeof(GLfloat));
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for (int i = 0; i < triangles.size(); i++) {
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for (size_t i = 0; i < triangles.size(); i++) {
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int stride = 21 * i;
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@ -162,7 +162,7 @@ std::pair<bool, Simplex> RigidBody::checkGJKCollision(std::shared_ptr<RigidBody>
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// New direction is towards the origin
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Vec3D direction = -support;
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int iters = 0;
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size_t iters = 0;
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while (iters++ < size() + obj->size()) {
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support = _support(obj, direction);
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@ -210,7 +210,7 @@ CollisionPoint RigidBody::EPA(const Simplex &simplex, std::shared_ptr<RigidBody>
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Vec3D minNormal = normals[minFace].normal;
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double minDistance = std::numeric_limits<double>::max();
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int iters = 0;
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size_t iters = 0;
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while (minDistance == std::numeric_limits<double>::max() && iters++ < size() + obj->size()) {
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minNormal = normals[minFace].normal;
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minDistance = normals[minFace].distance;
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@ -5,6 +5,8 @@ VisualStudioVersion = 16.0.31727.386
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shooter", "shooter.vcxproj", "{FA50F969-4847-4EB0-8C67-16E6AC7F5B68}"
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EndProject
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution Items", "{106AB912-5FE1-4FF5-98D4-23060692E5C0}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|x64 = Debug|x64
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@ -159,8 +159,6 @@
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClCompile Include="Bonus.cpp" />
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<ClCompile Include="Client.cpp" />
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<ClCompile Include="engine\animation\Animation.cpp" />
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<ClCompile Include="engine\animation\Timeline.cpp" />
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<ClCompile Include="engine\Camera.cpp" />
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@ -180,7 +178,6 @@
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<ClCompile Include="engine\Object.cpp" />
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<ClCompile Include="engine\physics\RigidBody.cpp" />
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<ClCompile Include="engine\Plane.cpp" />
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<ClCompile Include="engine\Point4D.cpp" />
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<ClCompile Include="engine\ResourceManager.cpp" />
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<ClCompile Include="engine\Screen.cpp" />
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<ClCompile Include="engine\SoundController.cpp" />
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@ -189,11 +186,14 @@
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<ClCompile Include="engine\utils\Time.cpp" />
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<ClCompile Include="engine\Vec2D.cpp" />
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<ClCompile Include="engine\Vec3D.cpp" />
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<ClCompile Include="engine\Vec4D.cpp" />
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<ClCompile Include="engine\World.cpp" />
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<ClCompile Include="Player.cpp" />
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<ClCompile Include="PlayerController.cpp" />
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<ClCompile Include="Server.cpp" />
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<ClCompile Include="Shooter.cpp" />
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<ClCompile Include="ShooterClient.cpp" />
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<ClCompile Include="ShooterMsgType.cpp" />
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<ClCompile Include="ShooterServer.cpp" />
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<ClCompile Include="Source.cpp" />
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<ClCompile Include="weapon\Ak47.cpp" />
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<ClCompile Include="weapon\Gun.cpp" />
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@ -202,8 +202,6 @@
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<ClCompile Include="weapon\Weapon.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Bonus.h" />
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<ClInclude Include="Client.h" />
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<ClInclude Include="engine\animation\AColor.h" />
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<ClInclude Include="engine\animation\AFunction.h" />
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<ClInclude Include="engine\animation\Animation.h" />
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@ -233,7 +231,6 @@
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<ClInclude Include="engine\physics\RigidBody.h" />
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<ClInclude Include="engine\physics\Simplex.h" />
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<ClInclude Include="engine\Plane.h" />
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<ClInclude Include="engine\Point4D.h" />
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<ClInclude Include="engine\ResourceManager.h" />
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<ClInclude Include="engine\Screen.h" />
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<ClInclude Include="engine\SoundController.h" />
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@ -242,12 +239,15 @@
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<ClInclude Include="engine\utils\Time.h" />
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<ClInclude Include="engine\Vec2D.h" />
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<ClInclude Include="engine\Vec3D.h" />
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<ClInclude Include="engine\Vec4D.h" />
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<ClInclude Include="engine\World.h" />
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<ClInclude Include="Player.h" />
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<ClInclude Include="PlayerController.h" />
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<ClInclude Include="Server.h" />
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<ClInclude Include="Shooter.h" />
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<ClInclude Include="ShooterClient.h" />
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<ClInclude Include="ShooterConsts.h" />
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<ClInclude Include="ShooterMsgType.h" />
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<ClInclude Include="ShooterServer.h" />
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<ClInclude Include="weapon\Ak47.h" />
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<ClInclude Include="weapon\Gold_Ak47.h" />
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<ClInclude Include="weapon\Gun.h" />
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@ -13,288 +13,330 @@
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<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
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<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
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</Filter>
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<Filter Include="Исходные файлы\weapon">
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<UniqueIdentifier>{0882d5d0-3c6b-4bf1-b638-d29f836996c3}</UniqueIdentifier>
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</Filter>
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<Filter Include="Исходные файлы\engine">
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<UniqueIdentifier>{9b426b47-01cf-4bcc-a8a0-a99cd596d3f1}</UniqueIdentifier>
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</Filter>
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<Filter Include="Исходные файлы\engine\animation">
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<UniqueIdentifier>{a0867a68-434b-4f6e-a462-e10ae78f3457}</UniqueIdentifier>
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</Filter>
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<Filter Include="Исходные файлы\engine\utils">
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<UniqueIdentifier>{e376bcc3-fc30-45c5-977a-dac4e8805010}</UniqueIdentifier>
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</Filter>
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<Filter Include="Исходные файлы\engine\network">
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<UniqueIdentifier>{d83e2569-574f-494b-ae1e-cfb8da446856}</UniqueIdentifier>
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</Filter>
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<Filter Include="Исходные файлы\engine\physics">
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<UniqueIdentifier>{ccd70959-35a5-4270-8c85-ee409828e9f6}</UniqueIdentifier>
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</Filter>
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<Filter Include="Исходные файлы\engine\gui">
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<UniqueIdentifier>{10343b27-7f9f-4012-8b2e-5ce1218920bb}</UniqueIdentifier>
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</Filter>
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<Filter Include="Файлы заголовков\engine">
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<UniqueIdentifier>{3f063cbe-7c3d-4778-aec3-5f4686184f07}</UniqueIdentifier>
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</Filter>
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<Filter Include="Файлы заголовков\weapon">
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<UniqueIdentifier>{d42a1e65-36fc-4d95-aabd-84437c19fd8b}</UniqueIdentifier>
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</Filter>
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<Filter Include="Файлы заголовков\engine\gui">
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<UniqueIdentifier>{cf1bc24c-2974-4a9c-9572-009cd13d2050}</UniqueIdentifier>
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</Filter>
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<Filter Include="Файлы заголовков\engine\physics">
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<UniqueIdentifier>{740c71ba-cd6a-4c49-8b29-635c32f22d3c}</UniqueIdentifier>
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</Filter>
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<Filter Include="Файлы заголовков\engine\animation">
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<UniqueIdentifier>{9fc460cd-0c99-4366-9b43-adc8c1fa0a6d}</UniqueIdentifier>
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</Filter>
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<Filter Include="Файлы заголовков\engine\network">
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<UniqueIdentifier>{305a3198-17bc-4126-aeff-a600a39cb168}</UniqueIdentifier>
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</Filter>
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<Filter Include="Файлы заголовков\engine\utils">
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<UniqueIdentifier>{2ec2e90f-ff40-460e-b316-975089ed4eb1}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Source.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="Bonus.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="Client.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="Player.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="PlayerController.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="Server.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="Shooter.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\Camera.cpp">
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<ClCompile Include="ShooterClient.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\Engine.cpp">
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<ClCompile Include="ShooterServer.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\Keyboard.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\Mesh.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\Mouse.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\Object.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\Plane.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\ResourceManager.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\Screen.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\Triangle.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\World.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\utils\Log.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\utils\Time.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\physics\RigidBody.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\network\ClientUDP.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\network\MsgType.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\network\ReliableMsg.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\network\ServerUDP.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\network\UDPConnection.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\network\UDPSocket.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\gui\Button.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\gui\Window.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\animation\Animation.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="engine\animation\Timeline.cpp">
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<ClCompile Include="ShooterMsgType.cpp">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="weapon\Ak47.cpp">
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<Filter>Исходные файлы</Filter>
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<Filter>Исходные файлы\weapon</Filter>
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</ClCompile>
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<ClCompile Include="weapon\Gun.cpp">
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<Filter>Исходные файлы</Filter>
|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
<Filter>Файлы заголовков\engine</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -0,0 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup />
|
||||
</Project>
|
Loading…
Reference in New Issue