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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84
GameTools/EffectEditor/EffectEditorDoc.cpp
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84
GameTools/EffectEditor/EffectEditorDoc.cpp
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// EffectEditorDoc.cpp : implementation of the CEffectEditorDoc class
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//
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#include "stdafx.h"
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#include "EffectEditor.h"
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#include "EffectEditorDoc.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CEffectEditorDoc
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IMPLEMENT_DYNCREATE(CEffectEditorDoc, CDocument)
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BEGIN_MESSAGE_MAP(CEffectEditorDoc, CDocument)
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//{{AFX_MSG_MAP(CEffectEditorDoc)
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// NOTE - the ClassWizard will add and remove mapping macros here.
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// DO NOT EDIT what you see in these blocks of generated code!
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CEffectEditorDoc construction/destruction
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CEffectEditorDoc::CEffectEditorDoc()
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{
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// TODO: add one-time construction code here
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}
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CEffectEditorDoc::~CEffectEditorDoc()
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{
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}
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BOOL CEffectEditorDoc::OnNewDocument()
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{
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if (!CDocument::OnNewDocument())
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return FALSE;
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// TODO: add reinitialization code here
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// (SDI documents will reuse this document)
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return TRUE;
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}
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/////////////////////////////////////////////////////////////////////////////
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// CEffectEditorDoc serialization
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void CEffectEditorDoc::Serialize(CArchive& ar)
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{
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if (ar.IsStoring())
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{
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// TODO: add storing code here
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}
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else
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{
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// TODO: add loading code here
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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// CEffectEditorDoc diagnostics
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#ifdef _DEBUG
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void CEffectEditorDoc::AssertValid() const
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{
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CDocument::AssertValid();
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}
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void CEffectEditorDoc::Dump(CDumpContext& dc) const
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{
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CDocument::Dump(dc);
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}
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#endif //_DEBUG
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/////////////////////////////////////////////////////////////////////////////
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// CEffectEditorDoc commands
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