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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GameTools/WORLDCREATOR/WorldCreatorView.h
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205
GameTools/WORLDCREATOR/WorldCreatorView.h
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// WorldCreatorView.h : interface of the CWorldCreatorView class
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//
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/////////////////////////////////////////////////////////////////////////////
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#if !defined(AFX_WORLDCREATORVIEW_H__8F6FEF4D_C635_4108_AA17_8EC5F055F402__INCLUDED_)
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#define AFX_WORLDCREATORVIEW_H__8F6FEF4D_C635_4108_AA17_8EC5F055F402__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include "DlgStart.h"
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#include <BaseGraphicsLayer.h>
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#include <SceneManager.h>
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#include "WorldCreatorDoc.h"
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#include "DlgEditTerrain.h"
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#include "DlgLightLoad.h"
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#include "CharacterControl.h"
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//#include "HangulFont.h"
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#include <Sphere.h>
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#include "DlgEditName.h"
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class CWorldCreatorView : public CView
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{
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// CHangulFont m_Font;
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protected: // create from serialization only
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CWorldCreatorView();
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DECLARE_DYNCREATE(CWorldCreatorView)
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// Attributes
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public:
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char m_strModelName[256];
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BaseGraphicsLayer m_BaseGraphicLayer;
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CWorldCreatorDoc* GetDocument();
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// Operations
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public:
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class LandscapeEffectValue{
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public:
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bool m_Fix;
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//fog
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float m_FadeIn;
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float m_FadeOut;
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float m_FadeInSpeed;
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float m_A1;
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float m_A2;
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float m_A3;
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float m_A4;
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float m_B1;
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float m_B2;
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float m_B3;
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float m_B4;
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int m_Center;
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int m_Num;
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float m_G1;
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float m_G2;
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float m_G3;
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float m_G4;
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float m_Gx;
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float m_Gy;
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float m_Gz;
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float m_ImX;
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float m_ImY;
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float m_ImZ;
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float m_R1;
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float m_R2;
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float m_R3;
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float m_R4;
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float m_Rad;
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int m_Size;
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CString m_EffName;
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// mesh
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bool m_ObjectCulling;
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float m_Vot;
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bool m_switch;
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float m_switchRad;
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bool m_loop;
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bool m_RandAni;
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float m_RandMax;
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float m_RandMin;
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float m_Xrot;
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float m_Yrot;
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float m_Zrot;
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float m_BoidRange;
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float m_BoidRange2;
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float m_BoidRange3;
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float m_BoidLimitHeight;
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int m_BoidAct;
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int m_BoidKind;
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float m_BoidSpeed;
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float m_BoidVot;
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int m_BoidNum;
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int m_UpLayerNum;
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int m_DownLayerNum;
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int m_WavePointNum;
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float m_WaveHigh;
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bool m_WaveCreate;
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CString m_BoidName;
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int m_WaterHeight;
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int m_WaterWidth;
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// limit height
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float m_WaterWHeight;
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float m_WaterWQuadSize;
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float m_WaterWChop;
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} m_LandscapeEffectValue;
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int m_nCameraViewMode;
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bool m_bInfoShow;
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bool m_bAmbSphereShow;
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CSceneManager *m_SceneManager;
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CCharacterControl m_ChrManager;
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// Mouse...
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int m_MouseInterface;
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CPoint m_MousePos;
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CPoint m_MouseMove;
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BOOL m_MousePushLeft;
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BOOL m_MousePushRight;
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//
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float m_fWeatherTimeAdder;
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int m_SceneUpdateID;
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bool m_bShowLightInfo;
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CDlgLightLoad *m_pLightInfoDlg;
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//Dialog
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CDlgEditTerrain *m_dlgEditTerrain;
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BOOL m_isShowEditTerrain;
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BOOL m_isFirstRender;
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bool m_bEditTerrain;
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// RBSP
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BOOL m_bSelectBsp;
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CString m_strSelectBspScene;
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int m_iBspTriggerValue; // Bsp <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ʈ<><C6AE><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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int m_iTriggerSet;
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CSphere m_Sphere;
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List<CSphere *> m_WaveP;
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CDlgEditName *m_EditFixCameraEvent;
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bool m_bCtrl;
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bool m_bFirstDown;
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int m_iBeforeMouseInterface;
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//
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CWorldCreatorView)
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public:
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virtual void OnDraw(CDC* pDC); // overridden to draw this view
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virtual BOOL PreCreateWindow(CREATESTRUCT& cs);
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virtual void OnInitialUpdate();
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virtual BOOL PreTranslateMessage(MSG* pMsg);
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//}}AFX_VIRTUAL
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// Implementation
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public:
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void CameraMouseMove(int dx,int dy);
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BOOL m_clk_start;
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CPoint m_PickPos;
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CPoint m_pickmove;
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vector3 m_PickEffect;
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CString m_Select_Effect;
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BOOL m_effect_drag;
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void RenderAmbienceSpheres( int SectorX, int SectorY );
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void RenderAllAmbiences();
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void ReArrangeDlg(int dlgMode,BOOL isShow);
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void DeleteAllData();
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void ChangeMouseInterface(int MouseInterface);
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void Render();
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virtual ~CWorldCreatorView();
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#ifdef _DEBUG
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virtual void AssertValid() const;
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virtual void Dump(CDumpContext& dc) const;
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#endif
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protected:
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// Generated message map functions
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protected:
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//{{AFX_MSG(CWorldCreatorView)
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afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
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afx_msg void OnLButtonUp(UINT nFlags, CPoint point);
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afx_msg void OnMouseMove(UINT nFlags, CPoint point);
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afx_msg void OnRButtonDown(UINT nFlags, CPoint point);
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afx_msg void OnRButtonUp(UINT nFlags, CPoint point);
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afx_msg void OnDestroy();
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afx_msg void OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags);
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afx_msg void OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags);
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afx_msg BOOL OnMouseWheel(UINT nFlags, short zDelta, CPoint pt);
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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#ifndef _DEBUG // debug version in WorldCreatorView.cpp
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inline CWorldCreatorDoc* CWorldCreatorView::GetDocument()
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{ return (CWorldCreatorDoc*)m_pDocument; }
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#endif
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/////////////////////////////////////////////////////////////////////////////
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_WORLDCREATORVIEW_H__8F6FEF4D_C635_4108_AA17_8EC5F055F402__INCLUDED_)
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