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

View File

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