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

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// X3DEffectEditParticle.h: interface for the CX3DEffectEditParticle class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_X3DEFFECTEDITPARTICLE_H__B7F8F329_65B9_4EAF_94F4_654C29D9BE9C__INCLUDED_)
#define AFX_X3DEFFECTEDITPARTICLE_H__B7F8F329_65B9_4EAF_94F4_654C29D9BE9C__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "X3DEffectParticle.h"
#include "X3DEditObject.h"
class CX3DEffectEditParticle :
public CX3DEffectParticle,
public CX3DEditObject
{
protected:
// Editor<6F><72> <20><><EFBFBD><EFBFBD>
LVertex m_verEmitter[8]; // <20>̹<EFBFBD><CCB9><EFBFBD> <20><><EFBFBD>ؽ<EFBFBD> <20><><EFBFBD><EFBFBD>
unsigned short m_dwEmitterIndex[36]; // <20>̹<EFBFBD><CCB9><EFBFBD> <20><><EFBFBD>ؽ<EFBFBD> <20>ε<EFBFBD><CEB5><EFBFBD> <20><><EFBFBD><EFBFBD>
LVertex m_verVolume[32]; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ؽ<EFBFBD> <20><><EFBFBD><EFBFBD>
unsigned short m_dwVolumeIndex[64]; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ؽ<EFBFBD> <20>ε<EFBFBD><CEB5><EFBFBD> <20><><EFBFBD><EFBFBD>
public:
BOOL ArrangementTexture(const char *strPathName);
BOOL Interpolation(float fFrame);
void Render(void);
CX3DEffectEditParticle();
~CX3DEffectEditParticle();
void SetPlay(BOOL bPlay) { };
void RenderNoTexture(unsigned long dwFrame); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>
unsigned long GetPick(vector3 &vecStart, vector3 &vecEnd, float &fLength); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>
};
#endif // !defined(AFX_X3DEFFECTEDITPARTICLE_H__B7F8F329_65B9_4EAF_94F4_654C29D9BE9C__INCLUDED_)