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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152
GameTools/WORLDCREATOR/PageDuengunSound.cpp
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152
GameTools/WORLDCREATOR/PageDuengunSound.cpp
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// PageDuengunSound.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 "PageDuengunSound.h"
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#include "MainFrm.h"
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#include "WorldCreatorView.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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// CPageDuengunSound property page
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IMPLEMENT_DYNCREATE(CPageDuengunSound, CPropertyPage)
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CPageDuengunSound::CPageDuengunSound() : CPropertyPage(CPageDuengunSound::IDD)
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{
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//{{AFX_DATA_INIT(CPageDuengunSound)
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m_bToggle = FALSE;
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//}}AFX_DATA_INIT
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}
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CPageDuengunSound::~CPageDuengunSound()
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{
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}
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void CPageDuengunSound::DoDataExchange(CDataExchange* pDX)
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{
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CPropertyPage::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CPageDuengunSound)
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DDX_Control(pDX, IDC_LIST1, m_ctrlSoundList);
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DDX_Check(pDX, IDC_CHECK1, m_bToggle);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CPageDuengunSound, CPropertyPage)
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//{{AFX_MSG_MAP(CPageDuengunSound)
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ON_BN_CLICKED(IDC_BUTTON1, OnButton1)
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ON_BN_CLICKED(IDC_CHECK1, OnToggle)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CPageDuengunSound message handlers
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/*
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void CPageDuengunSound::OnOK()
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{
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// TODO: Add extra validation here
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CPropertyPage::OnOK();
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}
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*/
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// 98 : Duengun Sound
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/*void CPageDuengunSound::OnInputsound()
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{
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// TODO: Add your control notification handler code here
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UpdateData(TRUE);
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if(m_BInput) {
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CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
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CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
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av->ChangeMouseInterface(98);
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}
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else
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{
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CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
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CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
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av->ChangeMouseInterface(-1);
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}
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}
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*/
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BOOL CPageDuengunSound::OnInitDialog()
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{
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CPropertyPage::OnInitDialog();
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// TODO: Add extra initialization here
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DWORD dwStyle;
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dwStyle = m_ctrlSoundList.SendMessage(LVM_GETEXTENDEDLISTVIEWSTYLE, 0 ,0);
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dwStyle |= LVS_EX_FULLROWSELECT|LVS_EX_GRIDLINES ;
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m_ctrlSoundList.SendMessage( LVM_SETEXTENDEDLISTVIEWSTYLE, 0,dwStyle );
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m_ctrlSoundList.InsertColumn(0,"<EFBFBD>ͼ<EFBFBD> Leaf",LVCFMT_LEFT,70);
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m_ctrlSoundList.InsertColumn(1,"Sound Name", LVCFMT_LEFT,70);
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m_ctrlSoundList.InsertColumn(2,"Sound Min Range", LVCFMT_LEFT,70);
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m_ctrlSoundList.InsertColumn(3,"Sound Max Range", LVCFMT_LEFT,70);
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m_ctrlSoundList.InsertColumn(4,"Delay Time",LVCFMT_LEFT,70);
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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 CPageDuengunSound::OnButton1()
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{
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// TODO: Add your control notification handler code here
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if((CSceneManager::m_RBspSceneManager.m_pCurrentBspScene != NULL) &&
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(CSceneManager::m_RBspSceneManager.m_pCurrentBspScene->m_iRBspLeafIndex != -1))
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{
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/*CDlgDuenEffect EditDialog;
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CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
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CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
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D3DXMATRIX matView;
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av->m_SceneManager->GetDevice()->GetTransform(D3DTS_VIEW,&matView);
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D3DXMatrixInverse(&matView,NULL,&matView);
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vector3 vecPos = vector3(matView._41,matView._42,matView._43);
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EditDialog.m_strPosition.Format("X : %f Y : %f Z : %f",vecPos.x,vecPos.y,vecPos.z);
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EditDialog.m_iLeafIndex = CSceneManager::m_RBspSceneManager.m_pCurrentBspScene->m_iRBspLeafIndex;
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EditDialog.DoModal();
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RBspScene *pScene = CSceneManager::m_RBspSceneManager.m_pCurrentBspScene;
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int iLeaf = CSceneManager::m_RBspSceneManager.m_pCurrentBspScene->m_iRBspLeafIndex;
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D3DXVECTOR3 vecEffect = D3DXVECTOR3(vecPos.x,vecPos.y,vecPos.z);
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pScene->m_pLeafExs[iLeaf].InputEventEffect((EditDialog.m_strEffectName.LockBuffer()),vecEffect,EditDialog.m_fDelay);
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// Insert Item
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LV_ITEM item;
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item.iItem = m_ctrlEffectList.GetItemCount();
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item.mask = LVIF_TEXT;
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item.iSubItem = 0;
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CString Tmp;
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Tmp.Format("%d",iLeaf);
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item.pszText = Tmp.LockBuffer();
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m_ctrlEffectList.InsertItem(&item);
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m_ctrlEffectList.SetItemText(item.iItem,1,EditDialog.m_strEffectName);
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Tmp.Format("%f",EditDialog.m_fDelay);
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m_ctrlEffectList.SetItemText(item.iItem,2,Tmp);*/
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}
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else
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{
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MessageBox("Bsp <20><><EFBFBD>ΰ<EFBFBD> <20>ƴϰų<CFB0> Leaf <20><><EFBFBD>尡 <20>߸<EFBFBD><DFB8>Ǿ<EFBFBD><C7BE><EFBFBD><EFBFBD>ϴ<EFBFBD>.");
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}
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}
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void CPageDuengunSound::OnToggle()
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{
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// TODO: Add your control notification handler code here
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m_bToggle = (m_bToggle == TRUE) ? FALSE : TRUE;
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CSceneManager::m_RBspSceneManager.m_pCurrentBspScene->m_bVisSoundBox = (m_bToggle == TRUE) ? true : false;
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UpdateData(FALSE);
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}
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