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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116
GameTools/WORLDCREATOR/DlgBoid.cpp
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116
GameTools/WORLDCREATOR/DlgBoid.cpp
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// DlgBoid.cpp : implementation file
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//
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#include "stdafx.h"
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#include "worldcreator.h"
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#include "DlgBoid.h"
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#include "SceneManager.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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// CDlgBoid dialog
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CDlgBoid::CDlgBoid(CWnd* pParent /*=NULL*/)
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: CDialog(CDlgBoid::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CDlgBoid)
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m_fAngle = 0.0f;
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m_fFraction = 0.0f;
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m_fRadius = 0.0f;
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m_fRatio = 0.0f;
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m_fSpeed = 0.0f;
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m_nBoid = 0;
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//}}AFX_DATA_INIT
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}
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void CDlgBoid::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CDlgBoid)
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DDX_Text(pDX, IDC_EDIT_ANGLE, m_fAngle);
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DDX_Text(pDX, IDC_EDIT_FRACTION, m_fFraction);
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DDX_Text(pDX, IDC_EDIT_RADIUS, m_fRadius);
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DDX_Text(pDX, IDC_EDIT_RATIO, m_fRatio);
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DDX_Text(pDX, IDC_EDIT_SPEED, m_fSpeed);
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DDX_Text(pDX, IDC_EDIT_OBJECTCOUNT, m_nBoid);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CDlgBoid, CDialog)
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//{{AFX_MSG_MAP(CDlgBoid)
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ON_BN_CLICKED(IDC_BUTTON_BUFFERFLY, OnButtonBufferfly)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CDlgBoid message handlers
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BOOL CDlgBoid::OnInitDialog()
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{
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CDialog::OnInitDialog();
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/* m_fAngle=CSceneManager::m_Boid.m_AngleTweak;
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m_fFraction=CSceneManager::m_Boid.m_CollisionFraction;
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m_fRadius=CSceneManager::m_Boid.m_InfluenceRadius;
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m_fRatio=CSceneManager::m_Boid.m_PitchToSpeedRatio;
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m_fSpeed=CSceneManager::m_Boid.m_NormalSpeed;
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*/
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UpdateData(FALSE);
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// TODO: Add extra initialization here
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return TRUE; // return TRUE unless you set the focus to a control
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// EXCEPTION: OCX Property Pages should return FALSE
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}
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void CDlgBoid::OnOK()
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{
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// TODO: Add extra validation here
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UpdateData();
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/* CSceneManager::m_Boid.DeleteBoid();
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CSceneManager::m_Boid.Create(m_nBoid,0);
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CSceneManager::m_Boid.m_AngleTweak=m_fAngle;
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CSceneManager::m_Boid.m_CollisionFraction=m_fFraction;
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CSceneManager::m_Boid.m_InfluenceRadius=m_fRadius;
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CSceneManager::m_Boid.m_PitchToSpeedRatio=m_fRatio;
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CSceneManager::m_Boid.m_NormalSpeed=m_fSpeed;
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CSceneManager::m_Boid.m_InfluenceRadiusSquared=
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CSceneManager::m_Boid.m_InfluenceRadius*CSceneManager::m_Boid.m_InfluenceRadius;
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CSceneManager::m_Boid.m_InvCollisionFraction=1.0f/(1.0f-CSceneManager::m_Boid.m_CollisionFraction);
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for(int i=0;i<CSceneManager::m_Boid.m_nBoids;i++)
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{
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CSceneManager::m_Boid.m_pBoids[i].m_vecLoc=vector3(i+10,i+10+150,i+10);
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CSceneManager::m_Boid.m_pBoids[i].m_vecDir=vector3(1.0f,0.0f,0.0f);
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CSceneManager::m_Boid.m_pBoids[i].m_fYaw=0.0f;
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CSceneManager::m_Boid.m_pBoids[i].m_fPitch=0.0f;
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CSceneManager::m_Boid.m_pBoids[i].m_fRoll=0.0f;
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CSceneManager::m_Boid.m_pBoids[i].m_fDYaw=0.0f;
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CSceneManager::m_Boid.m_pBoids[i].m_fSpeed=0.1f;
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}
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*/
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CDialog::OnOK();
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}
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void CDlgBoid::OnButtonBufferfly()
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{
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// TODO: Add your control notification handler code here
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m_fRadius=200.0f;
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m_fFraction=0.5f;
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m_fSpeed=0.4f;
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m_fAngle=0.001f;
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m_fRatio=10.0f;
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m_nBoid=10;
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UpdateData(FALSE);
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}
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