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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157
GameTools/Zallad3D SceneClass/WeatherManager.h
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157
GameTools/Zallad3D SceneClass/WeatherManager.h
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// WeatherManager.h: interface for the CWeatherManager class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_WEATHERMANAGER_H__61B8FDF0_B967_4933_A397_7839B82C6314__INCLUDED_)
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#define AFX_WEATHERMANAGER_H__61B8FDF0_B967_4933_A397_7839B82C6314__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 "SkyScene.h"
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#include "SunScene.h"
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//#include "FallScene.h"
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//#include "CloudScene.h"
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const long DAYCYCLE=25;
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const int RAWTABLESIZE = 512;
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class CTexture;
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class CWeatherManager
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{
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public:
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class CSubWeatherData
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{
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public:
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CSubWeatherData();
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~CSubWeatherData();
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int m_iIndex;
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CTexture *m_pGrassTexture;
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color m_SkyNeighborColor[DAYCYCLE];
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color m_SkyCenterColor[DAYCYCLE];
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color m_FogColor[DAYCYCLE];
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color m_LightColor[DAYCYCLE];
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color m_AmbientColor[DAYCYCLE];
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float m_FogRangeNear[DAYCYCLE];
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float m_FogRangeFar[DAYCYCLE];
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float m_SkyFogFar[DAYCYCLE];
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color m_FogLayer[DAYCYCLE][3];
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float m_SunPosition[DAYCYCLE];
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color m_ObjectAmbientColor[DAYCYCLE];
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color m_SpecularReflectionRate[DAYCYCLE];
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color m_GrassColor[DAYCYCLE];
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color m_GlareSkyUpper[DAYCYCLE];
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color m_GlareSkyLower[DAYCYCLE];
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color m_CharacterAmbient[DAYCYCLE];
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color m_CharacterLight[DAYCYCLE];
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color m_TerrainColor[DAYCYCLE];
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color m_WaterColor[DAYCYCLE];
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color m_FurGrassColor[DAYCYCLE];
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color m_DetailFixColor[DAYCYCLE];
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};
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float m_fWeatherTime;
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bool m_CustomWaterColor;
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float m_CustomWaterRate;
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void SecondRender(LPDIRECT3DDEVICE8 pd3dDevice);
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void Update(float fUpdate);
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CSkyScene m_SkyScene;
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CSunScene m_SunScene;
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// CFallScene m_FallScene;
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// CCloudScene m_CloudScene;
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void Save();
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bool Load();
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void LoadSubTable(int *Arr,int iNum);
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color *m_ClearColor;
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float m_InterSkyFogFar;
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float m_InterSkyFogNear;
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float m_InterFogFar;
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float m_InterFogNear;
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color m_InterObjectAmbientColor;
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color m_InterAmbientColor;
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color m_TerrainAdderColor;
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D3DLIGHT8 m_SunLight;
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color m_GF3ClareColor;
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color m_InterSpecularReflectionRate;
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color m_InterGrassColor;
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color m_InterGlareSkyUpper;
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color m_InterGlareSkyLower;
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color m_InterCharacterAmbient;
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color m_InterCharacterLight;
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color m_InterTerrainColor;
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color m_InterWaterColor;
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color m_InterFurGrassColor;
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color m_InterDetailFixColor;
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D3DLIGHT8 m_TerrainLight;
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color m_SkyNeighborColor[DAYCYCLE];
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color m_SkyCenterColor[DAYCYCLE];
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color m_FogColor[DAYCYCLE];
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color m_LightColor[DAYCYCLE];
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color m_AmbientColor[DAYCYCLE];
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float m_FogRangeNear[DAYCYCLE];
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float m_FogRangeFar[DAYCYCLE];
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float m_SkyFogFar[DAYCYCLE];
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color m_FogLayer[DAYCYCLE][3];
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float m_SunPosition[DAYCYCLE];
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color m_ObjectAmbientColor[DAYCYCLE];
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color m_SpecularReflectionRate[DAYCYCLE];
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color m_GrassColor[DAYCYCLE];
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color m_GlareSkyUpper[DAYCYCLE];
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color m_GlareSkyLower[DAYCYCLE];
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color m_CharacterAmbient[DAYCYCLE];
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color m_CharacterLight[DAYCYCLE];
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color m_TerrainColor[DAYCYCLE];
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color m_WaterColor[DAYCYCLE];
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color m_FurGrassColor[DAYCYCLE];
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color m_DetailFixColor[DAYCYCLE];
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CSubWeatherData *m_pSubWeatherTable;
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int m_iSubWeatherTableNum;
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bool m_bSubTable;
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int m_iSubCurrentIndex;
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int m_iBeforeCurrentIndex;
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float m_fInterpol;
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unsigned char *m_pWeaterTableRaw;
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/*
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DDX_ColourPicker(pDX,IDC_COLOR_SPECULARREFLRECTIONRATE, m_cSpecularReflectionRate);
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DDX_ColourPicker(pDX,IDC_COLOR_GRASSAMBIENT, m_cGrass);
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DDX_ColourPicker(pDX,IDC_COLOR_GLARESKYUPPER, m_cGlareSkyUpper);
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DDX_ColourPicker(pDX,IDC_COLOR_GLARESKYLOWER, m_cClareSkyLower);
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DDX_ColourPicker(pDX,IDC_COLOR_CHARACTERAMBIENT, m_cCharacterAmbient);
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DDX_ColourPicker(pDX,IDC_COLOR_CHARACTERLIGHT, m_cCharacterLight);
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DDX_ColourPicker(pDX,IDC_COLOR_TERRAINCOLOR,m_cTerrainColor);
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*/
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void SetClearColor(color *ClearColor){m_ClearColor=ClearColor;};
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void SetWeather(float fTime,LPDIRECT3DDEVICE8 pd3dDevice);
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void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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void RenderEnv(LPDIRECT3DDEVICE8 pd3dDevice);
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void Create();
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CWeatherManager();
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virtual ~CWeatherManager();
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int GetSubWeatherNum(vector3 *vecPos);
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CTexture *GetCurrentSubGrassTexture();
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void SaveSub();
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};
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#endif // !defined(AFX_WEATHERMANAGER_H__61B8FDF0_B967_4933_A397_7839B82C6314__INCLUDED_)
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