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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75
GameTools/GLOBALSCRIPT/Creature/Monster/MonsterStructure.h
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75
GameTools/GLOBALSCRIPT/Creature/Monster/MonsterStructure.h
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#ifndef _MONSTER_STRUCTURE_H_
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#define _MONSTER_STRUCTURE_H_
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#include "../CreatureStructure.h"
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#pragma pack(8)
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struct MonsterInfo
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{
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enum MaxNumber
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{
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MAX_MOTION_NUM = 4, // <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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MAX_ORIGINAL_ITEM_NUM = 2,
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MAX_AWARD_KIND = 9,
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MAX_NAME_LENGTH = 32,
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MAX_MODELING_FLAG_LENGTH = 32
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};
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enum MonsterPattern
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{
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PATTERN_COMMON = 0,
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PATTERN_WARRIOR, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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PATTERN_DEFENDER, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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PATTERN_MAGE, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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PATTERN_ACOLYTE, // <20><><EFBFBD>ݶ<EFBFBD><DDB6><EFBFBD>Ʈ
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PATTERN_BOSS, // <20><><EFBFBD><EFBFBD>
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PATTERN_BG // <20><><EFBFBD><EFBFBD>(?)
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};
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enum HitBox
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{
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XPlus = 0, XMinus, YPlus, YMinus,
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MAX_HITBOX_NUM = 4
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};
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enum Z3D_CHR_ACTION
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{
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Z3D_CA_WALK = 8, // <20>ȱ<EFBFBD>
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Z3D_CA_RUN = 1, // <20><EFBFBD><DEB8><EFBFBD>
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Z3D_CA_CASTING = 50, // ij<><C4B3><EFBFBD><EFBFBD>
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Z3D_CA_ATTACK = 51 // <20><><EFBFBD><EFBFBD>
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};
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MotionInfo m_MonsterMotions[MAX_MOTION_NUM]; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ൿ <20><><EFBFBD><EFBFBD> (<28>ȱ<EFBFBD>, <20><EFBFBD><DEB8><EFBFBD>, <20><><EFBFBD><EFBFBD>, ij<><C4B3><EFBFBD><EFBFBD>)
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char m_strName[MAX_NAME_LENGTH]; // <20≯<EFBFBD>
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char m_strModelingFlag[MAX_MODELING_FLAG_LENGTH]; // <20><EFBFBD> <20><><EFBFBD><EFBFBD> <20>÷<EFBFBD><C3B7><EFBFBD>
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float m_fHitBox[MAX_HITBOX_NUM]; // Ÿ<>ݹڽ<DDB9>
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unsigned long m_AwardItem[MAX_ORIGINAL_ITEM_NUM]; // <20><><EFBFBD><EFBFBD><EFBFBD>Ͱ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>۵<EFBFBD>
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int m_nDropRate[MAX_AWARD_KIND]; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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DWORD m_dwKID; // <20><><EFBFBD><EFBFBD> ID
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float m_fSize; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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DWORD m_dwRespawnTime; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ÿ<><C5B8>
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float m_fAttackAngle; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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int m_nSkillPattern; // <20><>ų <20><><EFBFBD><EFBFBD>
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int m_nSkillLevel; // <20><>ų <20><><EFBFBD><EFBFBD>
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bool m_bStealth; // <20><><EFBFBD>ڽ<EFBFBD> Ÿ<><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bool m_bFirstAttack; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bool m_bReturnPosition; // Ÿ<><C5B8><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ڸ<EFBFBD><DAB8><EFBFBD> <20><><EFBFBD>ư<EFBFBD><C6B0><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bool m_bEscape; // <20>ڽ<EFBFBD><DABD><EFBFBD> HP<48><50> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>, <20><><EFBFBD><EFBFBD>ħ <20><><EFBFBD><EFBFBD>
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MonsterInfo();
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static MonsterPattern GetMonsterPattern(const char* szMonsterType);
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};
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#pragma pack()
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#endif
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