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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GameTools/EffectEditor/EffectSheet.h
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57
GameTools/EffectEditor/EffectSheet.h
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// EffectSheet.h : header file
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//
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// CEffectSheet is a modeless property sheet that is
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// created once and not destroyed until the application
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// closes. It is initialized and controlled from
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// CEffectFrame.
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#ifndef __EFFECTSHEET_H__
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#define __EFFECTSHEET_H__
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#include "EffectPage.h"
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#include "SpherePage.h"
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#include "MeshPage.h"
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/////////////////////////////////////////////////////////////////////////////
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// CEffectSheet
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class CEffectSheet : public CPropertySheet
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{
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DECLARE_DYNAMIC(CEffectSheet)
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// Construction
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public:
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CEffectSheet(UINT nIDCaption, CWnd* pParentWnd = NULL, UINT iSelectPage = 0);
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CEffectSheet(LPCTSTR pszCaption, CWnd* pParentWnd = NULL, UINT iSelectPage = 0);
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// Attributes
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public:
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CParticlePage m_Page1;
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CBillboardPage m_Page2;
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CCylinderPage m_Page3;
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CPlanePage m_Page4;
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CSpherePage m_Page5;
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CMeshPage m_Page6;
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// Operations
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public:
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CEffectSheet)
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//}}AFX_VIRTUAL
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// Implementation
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public:
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virtual ~CEffectSheet();
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// Generated message map functions
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protected:
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//{{AFX_MSG(CEffectSheet)
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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/////////////////////////////////////////////////////////////////////////////
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#endif // __EFFECTSHEET_H__
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