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/Zallad3D SceneClass/HouseObjectScene.h
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42
GameTools/Zallad3D SceneClass/HouseObjectScene.h
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// HouseObjectNode.h: interface for the CHouseObjectNode class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_HOUSEOBJECTNODE_H__DF571E5D_B6EA_4B04_8378_47CAFBC9F04B__INCLUDED_)
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#define AFX_HOUSEOBJECTNODE_H__DF571E5D_B6EA_4B04_8378_47CAFBC9F04B__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 "SceneNode.h"
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#include "HouseObject.h"
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class CHouseObjectScene : public CSceneNode
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{
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public:
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void RenderGlare(LPDIRECT3DDEVICE8 pd3dDevice);
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void DeleteBspPosition();
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void UpdateBspPosition();
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bool m_SelfLoadOut,m_SelfLoadMed,m_SelfLoadIn,m_SelfLoadInObject;
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void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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long m_HouseSceneID;
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CHouseObject *m_HouseObject;
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char m_strInName[MAX_NAMEBUFFER];
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char m_strMedName[MAX_NAMEBUFFER];
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char m_strOutName[MAX_NAMEBUFFER];
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char m_strBSPName[MAX_NAMEBUFFER];
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CHouseObjectScene();
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virtual ~CHouseObjectScene();
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bool m_bMedCull;
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//=================
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// Glare Test
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//=================
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void RenderBlack( LPDIRECT3DDEVICE8 pd3dDevice );
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};
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#endif // !defined(AFX_HOUSEOBJECTNODE_H__DF571E5D_B6EA_4B04_8378_47CAFBC9F04B__INCLUDED_)
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