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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77
GameTools/Effect/X3DEffectBillboard.h
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77
GameTools/Effect/X3DEffectBillboard.h
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// X3DEffectBillboard.h: interface for the CX3DEffectBillboard class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_X3DEFFECTBILLBOARD_H__C83DF58D_552F_430C_8BBD_7274114C7B44__INCLUDED_)
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#define AFX_X3DEFFECTBILLBOARD_H__C83DF58D_552F_430C_8BBD_7274114C7B44__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 "X3DEffectBase.h"
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class CX3DEffectBillboard : public CX3DEffectBase
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{
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protected:
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float m_fWidth;
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float m_fHeight;
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float m_fTileU;
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float m_fTileV;
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float m_fStartU;
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float m_fStartV;
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float m_fTexFrame;
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BOOL m_bAxisAligned;
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LPDIRECT3DVERTEXBUFFER8 m_lpVertices;
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LPDIRECT3DVERTEXBUFFER8 m_lpVerticesBlend;
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public:
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CKeyList<FloatKeyList> m_lstWidth;
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CKeyList<FloatKeyList> m_lstHeight;
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CKeyList<FloatKeyList> m_lstTileU;
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CKeyList<FloatKeyList> m_lstTileV;
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CKeyList<FloatKeyList> m_lstStartU;
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CKeyList<FloatKeyList> m_lstStartV;
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CKeyList<FloatKeyList> m_lstTexFrame;
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// <20><><EFBFBD><EFBFBD> Interpolation <20><> <20><><EFBFBD><EFBFBD>
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vector3 m_vecEyeT, m_vecAxisT, m_vecWidthT;
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public:
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CX3DEffectBillboard();
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virtual ~CX3DEffectBillboard();
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void SetWidth(float fWidth) { m_fWidth = fWidth; }
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float GetWidth(void) { return m_fWidth; }
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void SetHeight(float fHeight) { m_fHeight = fHeight; }
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float GetHeight(void) { return m_fHeight; }
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void SetStartU(float fStartU) { m_fStartU = fStartU; }
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float GetStartU(void) { return m_fStartU; }
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void SetStartV(float fStartV) { m_fStartV = fStartV; }
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float GetStartV(void) { return m_fStartV; }
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void SetTileU(float fTileU) { m_fTileU = fTileU; }
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float GetTileU(void) { return m_fTileU; }
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void SetTileV(float fTileV) { m_fTileV = fTileV; }
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float GetTileV(void) { return m_fTileV; }
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void SetAxisAligned(BOOL bAxisAligned) { m_bAxisAligned = bAxisAligned; }
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BOOL GetAxisAligned(void) { return m_bAxisAligned; }
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void SetTexFrame(float fTexFrame) { m_fTexFrame = fTexFrame; }
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float GetTexFrame(void) { return m_fTexFrame; }
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void Create(unsigned long dwStartFrame, unsigned long dwEndFrame);
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BOOL CreateBuffer(void);
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void Render(void);
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BOOL Interpolation(float fFrame);
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void Load(FILE *fp, const char *strOriginalPath = NULL);
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void Save(FILE *fp, const char *strOriginalPath = NULL);
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};
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#endif // !defined(AFX_X3DEFFECTBILLBOARD_H__C83DF58D_552F_430C_8BBD_7274114C7B44__INCLUDED_)
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