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/pEffect.h
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74
GameTools/WORLDCREATOR/pEffect.h
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#if !defined(AFX_PEFFECT_H__02DD362B_11C6_4D55_83A1_028B01BCF503__INCLUDED_)
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#define AFX_PEFFECT_H__02DD362B_11C6_4D55_83A1_028B01BCF503__INCLUDED_
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#include "DlgEffectLoad.h" // Added by ClassView
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#include "BaseDataDefine.h"
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#include <list.h>
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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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// pEffect.h : header file
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//
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/////////////////////////////////////////////////////////////////////////////
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// CpEffect dialog
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class CpEffect : public CPropertyPage
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{
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DECLARE_DYNCREATE(CpEffect)
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class EffectListNode {
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public:
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char m_filename[MAX_NAMEBUFFER];
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};
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// Construction
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public:
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List<EffectListNode> m_EffectListNode;
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CString m_Select_Effect;
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void SelectObject();
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void add_filename(int );
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CString m_EffectFileName;
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BOOL m_bEffectLoad;
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FILE *m_LogFile;
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CDlgEffectLoad m_load;
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BOOL LoadEffect();
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CpEffect();
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~CpEffect();
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// Dialog Data
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//{{AFX_DATA(CpEffect)
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enum { IDD = IDD_EFFECT };
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CListCtrl m_EffectControl;
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//}}AFX_DATA
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// Overrides
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// ClassWizard generate virtual function overrides
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//{{AFX_VIRTUAL(CpEffect)
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protected:
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virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
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//}}AFX_VIRTUAL
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// Implementation
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protected:
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// Generated message map functions
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//{{AFX_MSG(CpEffect)
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afx_msg void OnRclickList1(NMHDR* pNMHDR, LRESULT* pResult);
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afx_msg void OnDblclkEffectList(NMHDR* pNMHDR, LRESULT* pResult);
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afx_msg void OnEffectLoad();
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virtual BOOL OnInitDialog();
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afx_msg void OnBegindragList1(NMHDR* pNMHDR, LRESULT* pResult);
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afx_msg void OnEffectDelete();
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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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_PEFFECT_H__02DD362B_11C6_4D55_83A1_028B01BCF503__INCLUDED_)
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