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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46
GameTools/GLOBALSCRIPT/Item/ItemFactory.h
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46
GameTools/GLOBALSCRIPT/Item/ItemFactory.h
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#ifndef _ITEM_FACTORY_H_
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#define _ITEM_FACTORY_H_
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#include <Pattern/Singleton.h>
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namespace Item
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{
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// 전방 참조
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class CItem;
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struct ItemInfo;
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#pragma pack(8)
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class CItemFactory : public CSingleton<CItemFactory>
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{
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public:
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inline unsigned __int64 GetItemUID() { return m_nCurrentUID; }
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inline void SetItemUID(unsigned __int64 nCurrentUID) { m_nCurrentUID = nCurrentUID; }
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// Desc : 종류로 아이템 생성(기본 능력치)
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CItem* CreateItem(const ItemInfo& itemInfo);
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// Desc : 종류 ID로 아이템 생성(기본 능력치)
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CItem* CreateItem(unsigned short usProtoTypeID);
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// Desc : SerializeOut된 버퍼로 아이템 생성.
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// In : 버퍼, 버퍼 크기
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// Out : (Return)성공 여부, nParseLength_InOut - 사용한 버퍼 크기
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CItem* CreateItem(const char* lpSerializedItem_In, size_t& nParseLength_InOut);
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~CItemFactory();
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private:
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CItemFactory();
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unsigned __int64 m_nCurrentUID;
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static CItemFactory ms_this;
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};
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#pragma pack()
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};
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#endif
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