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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116
GameTools/Zallad3D SceneClass/AmbienceStruct.cpp
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116
GameTools/Zallad3D SceneClass/AmbienceStruct.cpp
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#include "AmbienceStruct.h"
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#include <list>
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#include <vector>
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//////////////////////////////////////////////////////////////////////////////
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//
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tString::tString()
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: m_pString( NULL )
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{
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}
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tString::tString( const char * szString )
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{
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m_pString = new char[ strlen( szString ) + 1 ];
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strcpy( m_pString, szString );
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}
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tString::tString( const tString & rhs )
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: m_pString( NULL )
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{
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this->operator=( rhs.m_pString );
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}
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tString::~tString()
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{
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delete m_pString;
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}
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tString & tString::operator=( const tString & rhs )
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{
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delete m_pString;
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if( rhs.m_pString == NULL )
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{
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m_pString = NULL;
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}
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else
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{
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m_pString = new char[ strlen( rhs.m_pString ) + 1 ];
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strcpy( m_pString, rhs.m_pString );
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}
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return *this;
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}
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unsigned int tString::size()
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{
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if( m_pString )
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return strlen( m_pString );
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else
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return 0;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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SSoundAsset::SSoundAsset()
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: m_eTrigger( T_IN_OUT )
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, m_iSndBufIndex( -1 )
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, m_b3DSound( true )
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, m_Name( "<EFBFBD≯<EFBFBD> <20><><EFBFBD><EFBFBD>" )
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, m_pWaveFileList( new WAVEFILELIST )
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{}
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SSoundAsset::SSoundAsset( const SSoundAsset & rhs )
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: m_eTrigger( rhs.m_eTrigger )
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, m_iSndBufIndex( rhs.m_iSndBufIndex )
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, m_b3DSound( rhs.m_b3DSound )
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, m_Name( rhs.m_Name )
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, m_pWaveFileList( new WAVEFILELIST( *rhs.m_pWaveFileList ) )
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{
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}
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SSoundAsset::~SSoundAsset()
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{
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delete m_pWaveFileList;
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}
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SSoundAsset & SSoundAsset::operator =( const SSoundAsset & rhs )
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{
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m_eTrigger = rhs.m_eTrigger;
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m_iSndBufIndex = rhs.m_iSndBufIndex;
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m_b3DSound = rhs.m_b3DSound;
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m_Name = rhs.m_Name;
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if( m_pWaveFileList )
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*m_pWaveFileList = *rhs.m_pWaveFileList;
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else
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m_pWaveFileList = new WAVEFILELIST( *rhs.m_pWaveFileList );
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return *this;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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SAmbience::SAmbience()
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: m_SoundAssetID( 0 )
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, m_fPosX( 0.0f )
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, m_fPosY( 0.0f )
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, m_fPosZ( 0.0f )
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, m_fMinDistance( 0.0f )
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, m_fMaxDistance( 0.0f )
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, iSoundBufferIndex( -1 )
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, lObjectSceneID( 0 )
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{}
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//////////////////////////////////////////////////////////////////////////////
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