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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// DlgOutfitSlot.cpp : implementation file
//
#include "stdafx.h"
#include "worldcreator.h"
#include "DlgOutfitSlot.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CDlgOutfitSlot dialog
CDlgOutfitSlot::CDlgOutfitSlot(CWnd* pParent /*=NULL*/)
: CDialog(CDlgOutfitSlot::IDD, pParent)
{
//{{AFX_DATA_INIT(CDlgOutfitSlot)
m_nLayerCount = -1;
m_strOutfitSlotName = _T("");
//}}AFX_DATA_INIT
}
void CDlgOutfitSlot::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CDlgOutfitSlot)
DDX_CBIndex(pDX, IDC_COMBO_OUTFISTSLOTLAYERCOUNT, m_nLayerCount);
DDX_Text(pDX, IDC_EDIT_OUTFITSLOTNAME, m_strOutfitSlotName);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CDlgOutfitSlot, CDialog)
//{{AFX_MSG_MAP(CDlgOutfitSlot)
// NOTE: the ClassWizard will add message map macros here
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CDlgOutfitSlot message handlers
void CDlgOutfitSlot::SetupDialog( const char* szOutfitSlotName, int nLayerCount )
{
if( NULL == szOutfitSlotName )
{
m_strOutfitSlotName = "";
}
else
{
m_strOutfitSlotName = szOutfitSlotName;
}
m_nLayerCount = nLayerCount-1;
}
void CDlgOutfitSlot::SetupDialog( Z3DTOK tokOutfitSlotName, int nLayerCount )
{
SetupDialog( g_TokSlotName.GetString(tokOutfitSlotName), nLayerCount );
}