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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90
GameTools/WORLDCREATOR/DlgSkelpart.cpp
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90
GameTools/WORLDCREATOR/DlgSkelpart.cpp
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// DlgSkelpart.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 "DlgSkelpart.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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// CDlgSkelpart dialog
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CDlgSkelpart::CDlgSkelpart(CWnd* pParent /*=NULL*/)
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: CDialog(CDlgSkelpart::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CDlgSkelpart)
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m_nSkelpartIndex = -1;
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m_strSkelpartName = _T("");
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//}}AFX_DATA_INIT
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m_rpGCMDS = NULL;
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}
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void CDlgSkelpart::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CDlgSkelpart)
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DDX_CBIndex(pDX, IDC_COMBO_SKELPARTINDEX, m_nSkelpartIndex);
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DDX_Text(pDX, IDC_EDIT_SKELPARTNAME, m_strSkelpartName);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CDlgSkelpart, CDialog)
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//{{AFX_MSG_MAP(CDlgSkelpart)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CDlgSkelpart message handlers
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void CDlgSkelpart::SetupDialog( const char* szSkelpartName, CZ3DGCMDS* pGCMDS, int nIndex )
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{
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if( NULL == pGCMDS )
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{
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return;
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}
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if( NULL == szSkelpartName )
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{
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m_strSkelpartName = "";
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}
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else
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{
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m_strSkelpartName = szSkelpartName;
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}
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m_rpGCMDS = pGCMDS;
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m_nSkelpartIndex = nIndex;
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}
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BOOL CDlgSkelpart::OnInitDialog()
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{
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CDialog::OnInitDialog();
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// TODO: Add extra initialization here
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if( m_rpGCMDS )
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{
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CWnd* pCtrlSkelpartIndex = GetDlgItem( IDC_COMBO_SKELPARTINDEX );
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pCtrlSkelpartIndex->SendMessage( CB_RESETCONTENT, 0, 0 );
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for( int i = 0; i < m_rpGCMDS->GetSkeletonCount(); ++i )
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{
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CString strTemp;
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strTemp.Format( "%d, %s", i, m_rpGCMDS->GetSkeletonName(i) );
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pCtrlSkelpartIndex->SendMessage( CB_INSERTSTRING, -1, (LPARAM)((LPCTSTR)strTemp) );
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}
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UpdateData( FALSE );
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}
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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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