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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64
GameTools/WORLDCREATOR/DlgOutfitSlot.cpp
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64
GameTools/WORLDCREATOR/DlgOutfitSlot.cpp
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// DlgOutfitSlot.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 "DlgOutfitSlot.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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// CDlgOutfitSlot dialog
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CDlgOutfitSlot::CDlgOutfitSlot(CWnd* pParent /*=NULL*/)
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: CDialog(CDlgOutfitSlot::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CDlgOutfitSlot)
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m_nLayerCount = -1;
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m_strOutfitSlotName = _T("");
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//}}AFX_DATA_INIT
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}
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void CDlgOutfitSlot::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CDlgOutfitSlot)
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DDX_CBIndex(pDX, IDC_COMBO_OUTFISTSLOTLAYERCOUNT, m_nLayerCount);
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DDX_Text(pDX, IDC_EDIT_OUTFITSLOTNAME, m_strOutfitSlotName);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CDlgOutfitSlot, CDialog)
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//{{AFX_MSG_MAP(CDlgOutfitSlot)
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// NOTE: the ClassWizard will add message map macros here
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CDlgOutfitSlot message handlers
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void CDlgOutfitSlot::SetupDialog( const char* szOutfitSlotName, int nLayerCount )
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{
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if( NULL == szOutfitSlotName )
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{
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m_strOutfitSlotName = "";
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}
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else
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{
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m_strOutfitSlotName = szOutfitSlotName;
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}
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m_nLayerCount = nLayerCount-1;
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}
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void CDlgOutfitSlot::SetupDialog( Z3DTOK tokOutfitSlotName, int nLayerCount )
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{
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SetupDialog( g_TokSlotName.GetString(tokOutfitSlotName), nLayerCount );
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}
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