Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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69
GameTools/CHARACTERACTIONCONTROL/CameraControl.h
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69
GameTools/CHARACTERACTIONCONTROL/CameraControl.h
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// CameraControl.h: interface for the CCameraControl class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_CAMERACONTROL_H__4E002D9F_8CCD_44AF_8371_3BA39A220DC0__INCLUDED_)
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#define AFX_CAMERACONTROL_H__4E002D9F_8CCD_44AF_8371_3BA39A220DC0__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include "3DMath.h"
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#include <d3d8.h>
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class CCameraControl
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{
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public:
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void SetCamera(vector3 &vecCameraInterPos, vector3 &vecCameraShake, vector3 &vecChrPos);
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static void SetFadeIn(float fStart,float fMaintenance,float fEnd,color FadeColor);
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static void SetFadeOut(float fStart,float fMaintenance,float fEnd);
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void CalcCameraPosition(vector3 vecChrPos,float fCameraDirection,float fCameraYDirection,float fInterCamera,vector3 &vecCameraInterPos);
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void UpdateControlCamera();
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void ModeConvertAnimation();
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void UpdateClickMode(vector3 vecChrPos);
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void UpdateBattleCharacter(vector3 vecChrPos,float fDirection);
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int m_nCameraMode;//0 마우스 클릭모드,1 배틀,2 프로그램제어 카메라 (쉐이크,스크립트...)
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int m_nPrepareCameraMode;
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static float m_fJumpRate;
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static float m_fCameraShakeRateTime;
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static float m_fCameraShakeNowTime;
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static vector3 m_vecCameraShakeLength;
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static float m_fFadeOutStart;
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static float m_fFadeOutMaintenance;
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static float m_fFadeOutEnd;
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static float m_fFadeOutNowTime;
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static float m_fFadeInStart;
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static float m_fFadeInMaintenance;
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static float m_fFadeInEnd;
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static float m_fFadeInNowTime;
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static color m_FadeInColor;
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//
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vector3 m_vecStartPosition,m_vecEndPosition;
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vector3 m_vecVelocity,m_vecAccelate;
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vector3 m_vecNowPosition;
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float m_fTotalTimeInterval;
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float m_fTime;
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//
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float m_fCameraRotX,m_fCameraRotY;//클릭모드용
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float m_fBattleCameraRotY;
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float m_fMouseClickInterCharacterCamera,m_fBattleInterCharacterCamera;
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vector3 m_vecTargetCameraPosition;
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vector3 m_vecCameraPos;
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//
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static DWORD m_nCameraAnimationTimer;
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CCameraControl();
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virtual ~CCameraControl();
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};
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#endif // !defined(AFX_CAMERACONTROL_H__4E002D9F_8CCD_44AF_8371_3BA39A220DC0__INCLUDED_)
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