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>
This commit is contained in:
2025-11-29 20:17:20 +09:00
parent 5d3cd64a25
commit dd97ddec92
11602 changed files with 1446576 additions and 0 deletions

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// X3DEffectBillboard.h: interface for the CX3DEffectBillboard class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_X3DEFFECTBILLBOARD_H__C83DF58D_552F_430C_8BBD_7274114C7B44__INCLUDED_)
#define AFX_X3DEFFECTBILLBOARD_H__C83DF58D_552F_430C_8BBD_7274114C7B44__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "X3DEffectBase.h"
class CX3DEffectBillboard : public CX3DEffectBase
{
protected:
float m_fWidth;
float m_fHeight;
float m_fTileU;
float m_fTileV;
float m_fStartU;
float m_fStartV;
float m_fTexFrame;
BOOL m_bAxisAligned;
LPDIRECT3DVERTEXBUFFER8 m_lpVertices;
LPDIRECT3DVERTEXBUFFER8 m_lpVerticesBlend;
public:
CKeyList<FloatKeyList> m_lstWidth;
CKeyList<FloatKeyList> m_lstHeight;
CKeyList<FloatKeyList> m_lstTileU;
CKeyList<FloatKeyList> m_lstTileV;
CKeyList<FloatKeyList> m_lstStartU;
CKeyList<FloatKeyList> m_lstStartV;
CKeyList<FloatKeyList> m_lstTexFrame;
// <20><><EFBFBD><EFBFBD> Interpolation <20><> <20><><EFBFBD><EFBFBD>
vector3 m_vecEyeT, m_vecAxisT, m_vecWidthT;
public:
CX3DEffectBillboard();
virtual ~CX3DEffectBillboard();
void SetWidth(float fWidth) { m_fWidth = fWidth; }
float GetWidth(void) { return m_fWidth; }
void SetHeight(float fHeight) { m_fHeight = fHeight; }
float GetHeight(void) { return m_fHeight; }
void SetStartU(float fStartU) { m_fStartU = fStartU; }
float GetStartU(void) { return m_fStartU; }
void SetStartV(float fStartV) { m_fStartV = fStartV; }
float GetStartV(void) { return m_fStartV; }
void SetTileU(float fTileU) { m_fTileU = fTileU; }
float GetTileU(void) { return m_fTileU; }
void SetTileV(float fTileV) { m_fTileV = fTileV; }
float GetTileV(void) { return m_fTileV; }
void SetAxisAligned(BOOL bAxisAligned) { m_bAxisAligned = bAxisAligned; }
BOOL GetAxisAligned(void) { return m_bAxisAligned; }
void SetTexFrame(float fTexFrame) { m_fTexFrame = fTexFrame; }
float GetTexFrame(void) { return m_fTexFrame; }
void Create(unsigned long dwStartFrame, unsigned long dwEndFrame);
BOOL CreateBuffer(void);
void Render(void);
BOOL Interpolation(float fFrame);
void Load(FILE *fp, const char *strOriginalPath = NULL);
void Save(FILE *fp, const char *strOriginalPath = NULL);
};
#endif // !defined(AFX_X3DEFFECTBILLBOARD_H__C83DF58D_552F_430C_8BBD_7274114C7B44__INCLUDED_)