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>
This commit is contained in:
2025-11-29 20:17:20 +09:00
parent 5d3cd64a25
commit dd97ddec92
11602 changed files with 1446576 additions and 0 deletions

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// Z3DBladeTrail.h: interface for the CZ3DBladeTrail class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_Z3DBLADETRAIL_H__23EE5981_251D_11D5_A644_0000E8EB4C69__INCLUDED_)
#define AFX_Z3DBLADETRAIL_H__23EE5981_251D_11D5_A644_0000E8EB4C69__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "Z3DRenderable.h"
#include "Z3DObject.h"
#include "Z3DAttachment.h"
//#include "Z3DManagedObject.h"
#include <vector>
class CZ3DBladeTrail :
public CZ3DRenderable,
public CZ3DObject
// public CZ3DManagedObject
{
public:
CZ3DBladeTrail( CZ3DAttachment* pWeapon, char* szTex, long lDuration, long lTessel );
virtual ~CZ3DBladeTrail();
bool IsCulled()
{
return false;
}
void Render() {}
void SecondRender();
bool IsSecondRenderable()
{
return true;
}
void SetRGB( BYTE r = 0xFF, BYTE g = 0xFF, BYTE b = 0xFF )
{
m_R = r;
m_G = g;
m_B = b;
}
void SetTexture( const char* szFileName );
void SetTexture( IDirect3DTexture8* pTexture );
void Disable()
{
SetCull( true );
SetDisable( true );
}
void Enable()
{
SetCull( false );
SetDisable( false );
}
void Activate();
void Stop();
bool IsActive()
{
return m_bActive;
}
void UpdateFrame();
protected:
//vector3 m_vPivot;
CZ3DAttachment* m_rpWeapon;
H3DTextureTag m_tagTexture;
D3DLVERTEX* m_pVertex;
WORD* m_pIndex;
// <20><>
BYTE m_R, m_G, m_B;
// <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
long m_lDuration;
long m_lTessel;
vector3 (*m_paTrace)[2];
long m_lHeadIndex;
long m_lLength;
bool m_bActive; // ȭ<><20><><EFBFBD>°<EFBFBD><C2B0><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ΰ<EFBFBD>?(<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ŀ<EFBFBD><C4BF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> true)
bool m_bInputStopped;// <20>˱<EFBFBD><CBB1><EFBFBD> <20>߰<EFBFBD><DFB0>Է<EFBFBD><D4B7><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ΰ<EFBFBD>?
};
#define Z3D_BOWSTRING_TENSOIN_COUNT 9
class CZ3DBowString :
public CZ3DRenderable,
public CZ3DObject
{
public:
CZ3DBowString( CZ3DAttachment* pWeapon, char* szTex, CZ3DObject* pManipulator );
virtual ~CZ3DBowString();
void Render() {}
void SecondRender();
bool IsSecondRenderable()
{
return true;
}
/*void SetRGB( BYTE r = 0xFF, BYTE g = 0xFF, BYTE b = 0xFF )
{
m_R = r;
m_G = g;
m_B = b;
}*/
//void SetTexture( const char* szFileName );
void Disable()
{
SetCull( true );
SetDisable( true );
}
void Enable()
{
SetCull( false );
SetDisable( false );
vector3 v1, v2;
m_rpWeapon->GetMarker( v1, v2 );
//m_vPrevMid = (v1+v2)/2;
}
void GripString();
void ReleaseString();
bool IsGripped()
{
return m_bGripped;
}
void UpdateFrame();
protected:
//vector3 m_vPivot;
CZ3DAttachment* m_rpWeapon;
CZ3DObject* m_rpManipulator;
H3DTextureTag m_tagTexture;
D3DLVERTEX* m_pVertex;
//WORD* m_pIndex;
// <20><>
//BYTE m_R, m_G, m_B;
//bool m_bNoForce; // Ȱ<><C8B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ΰ<EFBFBD>?
// (Ȱ<><C8B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ŀ<EFBFBD><C4BF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ư<EFBFBD><C6B0><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20>÷<EFBFBD><C3B7>װ<EFBFBD> false<73><65>)
bool m_bGripped; // Ȱ<><C8B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ΰ<EFBFBD>?
vector3 m_vTensionDir; // Ȱ<><C8B0><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>·κ<C2B7><CEBA><EFBFBD>)
//vector3 m_vPrevMid; // Ȱ<><C8B0><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EEB5A5> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ġ
//float m_fTensionLength; // Ȱ<><C8B0><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
long m_lAfterProjection;
static float ms_fTensionConstant[Z3D_BOWSTRING_TENSOIN_COUNT];
};
#endif // !defined(AFX_Z3DBLADETRAIL_H__23EE5981_251D_11D5_A644_0000E8EB4C69__INCLUDED_)