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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42
GameTools/EffectEditor/EffectBar.cpp
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42
GameTools/EffectEditor/EffectBar.cpp
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// EffectBar.cpp: implementation of the CEffectBar class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "stdafx.h"
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#include "EffectEditor.h"
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#include "EffectBar.h"
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#ifdef _DEBUG
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#undef THIS_FILE
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static char THIS_FILE[]=__FILE__;
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#define new DEBUG_NEW
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#endif
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CEffectBar::CEffectBar()
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{
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}
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CEffectBar::~CEffectBar()
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{
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}
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void CEffectBar::Destory()
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{
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m_lpEffectSheet->DestroyWindow();
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delete m_lpEffectSheet;
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}
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void CEffectBar::OnInitDialogBar()
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{
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m_lpEffectSheet=new CEffectSheet("Belldandy");
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m_lpEffectSheet->Create(this, WS_CHILD | WS_VISIBLE, 0);
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m_lpEffectSheet->ModifyStyleEx(0, WS_EX_CONTROLPARENT);
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m_lpEffectSheet->ModifyStyle(0, WS_TABSTOP);
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m_lpEffectSheet->MoveWindow(0, 0, 1000, 1000);
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}
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