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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43
GameTools/Zallad3D SceneClass/RainParticle.h
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43
GameTools/Zallad3D SceneClass/RainParticle.h
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// RainParticle.h: interface for the CRainParticle class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_RAINPARTICLE_H__F062A69F_610E_49BC_B476_423C263BA041__INCLUDED_)
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#define AFX_RAINPARTICLE_H__F062A69F_610E_49BC_B476_423C263BA041__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 "NatureParticle.h"
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const DWORD dwRainParticleVertexDecl = (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0));
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class CRainParticleVertex {
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public:
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D3DXVECTOR3 m_vecPos;
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DWORD m_dwColor;
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D3DXVECTOR2 m_vecTexcoord;
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};
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class CRainParticle :public CNatureParticle
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{
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public:
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CRainParticle();
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virtual ~CRainParticle();
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virtual void Init(int iNodesNum,char *strTexture);
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virtual void UpdateBuffer(float fStep = 1.0f);
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virtual void Render();
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protected:
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LPDIRECT3DVERTEXBUFFER8 m_pVertexBuffer;
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LPDIRECT3DINDEXBUFFER8 m_pIndexBuffer;
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LPDIRECT3DDEVICE8 m_pDevice;
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};
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#endif // !defined(AFX_RAINPARTICLE_H__F062A69F_610E_49BC_B476_423C263BA041__INCLUDED_)
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