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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146
GameTools/Effect/X3DEffectMesh.h
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146
GameTools/Effect/X3DEffectMesh.h
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// X3DEffectMesh.h: interface for the CX3DEffectMesh class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_X3DEFFECTMESH_H__AE1D13FE_1406_41C3_B13A_98825BC9C07C__INCLUDED_)
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#define AFX_X3DEFFECTMESH_H__AE1D13FE_1406_41C3_B13A_98825BC9C07C__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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#include "CGemRender.h"
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#include <vector>
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//#include <map>
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#define EFF_MAXCASH 60
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using namespace std;
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class _CashNode { // Mesh Cash List node class
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public:
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CGemRender *m_pMesh; // Mesh Data
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int m_nUseCount; // <20><> <20><><EFBFBD>带 <20>̿<EFBFBD><CCBF>ϴ<EFBFBD> effect<63><74> <20><><EFBFBD><EFBFBD>(0<><30> <20>Ǹ<EFBFBD> list <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)
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_CashNode() {
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m_pMesh = NULL;
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m_nUseCount = 0;
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}
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~_CashNode() {
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if(m_pMesh != NULL) {
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delete m_pMesh;
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m_pMesh = NULL;
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}
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}
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};
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class CashNode {
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public:
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vector<_CashNode *> m_Cash;
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int m_nCash;
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CashNode() {
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m_Cash.clear();
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m_nCash = 0;
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}
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~CashNode() {
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for(int i=0;i<m_Cash.size();i++) {
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delete m_Cash[i];
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m_Cash[i] = NULL;
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}
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m_Cash.clear();
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m_nCash = 0;
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}
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};
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//typedef vector<_CashNode *> CashNode;
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//typedef std::map<char* ,CGemRender *> CashNode;
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typedef struct _MeshObject
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{
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CKeyList<ColorKeyList> m_lstColor;
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float m_fStartTexFrame;
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float m_fTexFrame;
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} MeshObject;
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class CX3DEffectMesh : public CX3DEffectBase
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{
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protected:
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bool m_bUpdateFrame;
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char m_strMeshFile[MAX_PATH];
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// CEffectMesh *Mesh;
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CGemRender *m_GemRender;
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float m_fRenderFrame; // Render <20>Ǿ<EFBFBD><C7BE><EFBFBD> <20><> Frame
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static CashNode m_lstCash; // Mesh cash list
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// static int m_nCash; // Mesh cash Num
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int *m_GemObjectTexNum; // Gem Object Texture Num
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DWORD *m_dwTick;
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bool *m_bFirst;
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public:
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unsigned long m_dwObjectNum;
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MeshObject *m_moMesh;
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public:
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CX3DEffectMesh();
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virtual ~CX3DEffectMesh();
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// Mesh Cash Func
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CGemRender *LoadCash(char *strFilename); // Cash <20><><EFBFBD><EFBFBD> mesh load
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void InputCash(CGemRender *); // Cash <20>ȿ<EFBFBD> mesh data input
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void DeleteCash(); // Cash <20><><EFBFBD><EFBFBD> mesh Data delete
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//static void DeleteAllCash(); // Cash <20><><EFBFBD><EFBFBD> delete
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void SubUseCount(char *strFilename); // Cash <20><><EFBFBD><EFBFBD> ī<><C4AB><EFBFBD><EFBFBD> 1 <20><><EFBFBD><EFBFBD>
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unsigned long GetMaxFrame(void) { return (unsigned long)m_GemRender->GetMaxFrame(); }
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void SetSrcBlending(unsigned long dwSrcBlending)
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{
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m_dwSrcBlending = dwSrcBlending;
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// Mesh->SetBlend(m_dwSrcBlending, m_dwDestBlending);
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m_GemRender->SetSrcBlend(m_dwSrcBlending);
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}
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void SetDestBlending(unsigned long dwDestBlending)
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{
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m_dwDestBlending = dwDestBlending;
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// Mesh->SetBlend(m_dwSrcBlending, m_dwDestBlending);
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m_GemRender->SetDstBlend(m_dwDestBlending);
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}
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void SetTexFrame(unsigned long dwObjectNum, float fTexFrame)
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{
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m_moMesh[dwObjectNum].m_fTexFrame = fTexFrame;
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// Mesh->SetTexAniFrame(dwObjectNum, fTexFrame);
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m_GemRender->SetChangeAniFrame(dwObjectNum, fTexFrame);
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}
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float GetTexFrame(unsigned long dwObjectNum) { return m_moMesh[dwObjectNum].m_fTexFrame; }
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void SetStartTexFrame(unsigned long dwObjectNum, float fStartTexFrame)
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{
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m_moMesh[dwObjectNum].m_fStartTexFrame = fStartTexFrame;
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m_GemRender->SetStartTexAniFrame(dwObjectNum,fStartTexFrame);
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// Mesh->SetStartTexAni(dwObjectNum, fStartTexFrame);
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}
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float GetStartTexFrame(unsigned long dwObjectNum) { return m_moMesh[dwObjectNum].m_fStartTexFrame; }
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void SetObjectColor(unsigned long dwObjectNum)
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{
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// Mesh->SetPickColor(dwObjectNum, r, g, b, a);
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// Mesh->SetPickNum(dwObjectNum);
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m_GemRender->SetPickObject(dwObjectNum);
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}
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void Create(unsigned long dwStartFrame, unsigned long dwEndFrame);
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BOOL CreateBuffer();
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void Render(void);
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BOOL Interpolation(float fFrame);
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void LoadFile(char *file);
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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_X3DEFFECTMESH_H__AE1D13FE_1406_41C3_B13A_98825BC9C07C__INCLUDED_)
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