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/SectorLandscapeEffectMap.h
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88
GameTools/Zallad3D SceneClass/SectorLandscapeEffectMap.h
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// SectorLandscapeEffectMap.h: interface for the CSectorLandscapeEffectMap class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_SECTORLANDSCAPEEFFECTMAP_H__ECA32043_D1AE_466D_99C7_E4B5EF14E993__INCLUDED_)
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#define AFX_SECTORLANDSCAPEEFFECTMAP_H__ECA32043_D1AE_466D_99C7_E4B5EF14E993__INCLUDED_
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#include "3dmath.h"
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#include "List.h"
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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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/// #1 Vol-Fog ///
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/*
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<vector3>
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-m_vecCenterPos : <20>Ȱ<EFBFBD><C8B0><EFBFBD> <20>߽<EFBFBD>
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<float param>
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-Param 0 ~ 1 : Fade out / in value (<28>Ѱ<EFBFBD><D1B0><EFBFBD>)
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-Param 2 : fade in speed
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-Param 3 : Center <20><><EFBFBD>ߵ<EFBFBD>
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-Param 4 ~ 6 : <20><><EFBFBD><EFBFBD><D7BB><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ġ(<28><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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-Param 7 ~ 9 : <20>߷<EFBFBD>
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-Param 10 : Particle 1<><31><EFBFBD><EFBFBD> ũ<><C5A9>
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-Param 11 : <20>Ȱ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>豸<EFBFBD><E8B1B8> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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-param 12 : y<><79> <20><><EFBFBD><EFBFBD> <20>Ѱ<EFBFBD><D1B0><EFBFBD>
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-param 13 ~ 16 : Quad Red
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-Param 17 ~ 20 : Quad GREEN
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-Param 21 ~ 24 : Quad BLUE
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<int param>
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-param 0 : particle number
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-param 1 : fix flag
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-param 2 ~ 3 : sector x/y index
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<blend>
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-param 0 ~ 1 : src /dst blend mode
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<char *>
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-texture name
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*/
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/// #2 Boid
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//int 0 : boid number
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//int 1 : fix flag
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//float 0: move range
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//float 1: speed
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/// #3 Mesh Morph ///
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/*
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<vector3>
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-m_vecCenterPos : <20><EFBFBD> <20>߽<EFBFBD>
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int 0 : mloop
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int 1 : m_switch
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int 2 : fix flag
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int 3 : randani flag
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float 0 : m_switchRad;
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float 1 : m_Vot;
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float 2 : m_RandMax;
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float 3 : m_RandMin;
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float 4 : m_Xrot;
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float 5 : m_Yrot;
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float 6 : m_Zrot;
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<char param>
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-gem file name
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*/
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class CSectorLandscapeEffectMap
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{
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public:
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class LandscapeEffect
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{
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public:
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char m_EffName[50];
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int m_nEffectMethod;
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vector3 m_vecCenterPos;
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DWORD m_dwBlend[2];
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float m_Param[50];
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int m_IntParam[20];
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char m_Name[50];
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};
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int m_IndexX,m_IndexY;
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List<LandscapeEffect> m_LandscapeEffect;
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CSectorLandscapeEffectMap();
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virtual ~CSectorLandscapeEffectMap();
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};
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#endif // !defined(AFX_SECTORLANDSCAPEEFFECTMAP_H__ECA32043_D1AE_466D_99C7_E4B5EF14E993__INCLUDED_)
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