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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75
GameTools/Zallad3D SceneClass/RenderOption.h
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75
GameTools/Zallad3D SceneClass/RenderOption.h
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// RenderOption.h: interface for the CRenderOption class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_RENDEROPTION_H__D9EA4304_097B_4CF3_96B3_C60B325DD9A0__INCLUDED_)
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#define AFX_RENDEROPTION_H__D9EA4304_097B_4CF3_96B3_C60B325DD9A0__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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class CRenderOption
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{
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public:
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static bool Load(char *strFilename);
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static void Save(char *strFilename);
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static int m_GrassRendering;
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static int m_GrassAnimationUseVertexShader;
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static int m_GrassRenderRange;
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static int m_RangeGrassRender;
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static int m_FullSceneGlare;
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static int m_FullSceneAnti;
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static int m_FullSceneSpecularGlare;
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static int m_WaterBumpEnvRendering;
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static int m_TerrainMultiDetalTexture;
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static int m_TerrainRange;
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static int m_BuildingLightmap;
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static int m_TreeAnimation;
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static int m_CharacterPerPixelLighting;
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static int m_CharacterPerPixelSpecularLighting;
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static int m_CharacterSelfShadow;
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static int m_CharacterProjectShadowTerrain;
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static int m_CharacterProjectShadowBuilding;
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static int m_DepthOfField;
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static int m_TextureMethod;
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static int m_ObjectLOD;
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static int m_ObjectProjectShadow;
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static int m_TreeProjectShadow;
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static int m_BSPDiffusePerPixel;
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static int m_BSPSpecularPerPixel;
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static int m_AllObjectBump;
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static char m_strBaseGraphicsDataPath[256];
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static int m_bFullSceneGlare;
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static int m_bRain;
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static int m_bWaterBump;
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static bool m_bWaterEnvBump2;
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static bool m_bFullSceneEffect;
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static bool m_bShadowMap;
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static float m_fBumpScale;
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CRenderOption();
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virtual ~CRenderOption();
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class ZoneInfo // <20><> Info Data Load
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{
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public:
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bool m_bZoneInfo;
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int m_iZoneInfo[30];
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float m_fZoneInfo[30];
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ZoneInfo()
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{
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m_bZoneInfo = false;
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}
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};
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static bool LoadZoneInfo(ZoneInfo *); // <20><> info File Load
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};
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#endif // !defined(AFX_RENDEROPTION_H__D9EA4304_097B_4CF3_96B3_C60B325DD9A0__INCLUDED_)
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