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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45
GameTools/ZALLA3D BASECLASS/IMEFont.h
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45
GameTools/ZALLA3D BASECLASS/IMEFont.h
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// IMEFont.h: interface for the CIMEFont class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_IMEFONT_H__C8D7C988_BD4A_4270_AE9D_829679CEB5F4__INCLUDED_)
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#define AFX_IMEFONT_H__C8D7C988_BD4A_4270_AE9D_829679CEB5F4__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 <d3d8.h>
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#include <d3dx8.h>
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#include "Vertex.h"
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class CIMEFont
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{
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TLVertex m_pVertex[4];
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char m_strPrint[20][256];
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char m_strPrinted[20][256];
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int m_cLine;
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public:
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void Render(LPDIRECT3DDEVICE8 pd3dDevice,DWORD dwColor);
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void MakeTexture();
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bool isRewirte();
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void PrintToTexture(char *str,long line);
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void Create(LPDIRECT3DDEVICE8 pd3dDevice,long sizeX,long sizeY);
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void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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LPDIRECT3DTEXTURE8 m_pTexture;
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CIMEFont();
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virtual ~CIMEFont();
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long m_RenderX,m_RenderY;
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long m_SizeX,m_SizeY;
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void SetRenderPos(int RenderX,int RenderY)
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{
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m_RenderX=RenderX;
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m_RenderY=RenderY;
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};
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char* GetPrintText(int nText)
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{
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return m_strPrint[nText];
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};
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};
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#endif // !defined(AFX_IMEFONT_H__C8D7C988_BD4A_4270_AE9D_829679CEB5F4__INCLUDED_)
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