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>
This commit is contained in:
2025-11-29 20:17:20 +09:00
parent 5d3cd64a25
commit dd97ddec92
11602 changed files with 1446576 additions and 0 deletions

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// FallScene.h: interface for the CFallScene class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_FALLSCENE_H__6A50DFC3_6D31_40A1_AC38_148155D94CD9__INCLUDED_)
#define AFX_FALLSCENE_H__6A50DFC3_6D31_40A1_AC38_148155D94CD9__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "SceneNode.h"
#include "SectorDefine.h"
#include <Vertex.h>
#include <Texture.h>
#include "SectorFallMap.h"
class CFallScene : public CSceneNode
{
/*
CTexture m_FallPartTexture;
LPDIRECT3DVERTEXBUFFER8 m_pFallVertex;
LPDIRECT3DINDEXBUFFER8 m_pFallIndices;
vector3 m_vecPos[MAX_FALLPARTICLE];
vector3 m_vecDir[MAX_FALLPARTICLE];
float m_fVelocity[MAX_FALLPARTICLE];
long m_Collition[MAX_FALLPARTICLE];
*/
LVertex m_FallVertex[30];
CSectorFallMap *m_MapFall;
static CTexture m_WaterFallTexture;
public:
void MakeFallScene(CSectorFallMap *MapFall);
void Render(LPDIRECT3DDEVICE8 pd3dDevice);
void Update();
void Create();
CFallScene();
virtual ~CFallScene();
};
#endif // !defined(AFX_FALLSCENE_H__6A50DFC3_6D31_40A1_AC38_148155D94CD9__INCLUDED_)