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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54
GameTools/Zallad3D SceneClass/Z3DCharacterModel.cpp
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54
GameTools/Zallad3D SceneClass/Z3DCharacterModel.cpp
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// Z3DCharacterModel.cpp: implementation of the CZ3DCharacterModel class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "Z3DCharacterModel.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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#include "SimpleParser.h"
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// static members
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std::list<CZ3DCharacterModel*> CZ3DCharacterModel::ms_list_pModel;
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SimpleString CZ3DCharacterModel::ms_strDataPath;
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bool CZ3DCharacterModel::_Init( const char* szDataPath )
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{
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//_ASSERT( pStub );
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//ms_rpStub = pStub;
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int l = strlen( szDataPath );
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if( '\\' == szDataPath[l-1] || '/' == szDataPath[l-1] )
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{
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ms_strDataPath( szDataPath );
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}
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else
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{
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ms_strDataPath( szDataPath, "/" );
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}
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/*g_ContOutfitTable.SetFilePath( szDataPath );
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g_ContWeaponTable.SetFilePath( szDataPath );
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// preloading desired outfit tables
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H3DOutfitTableTag tagTmp;
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if( false == g_ContOutfitTable.GetObject( tagTmp, "PC_MAN.outfit" ) )
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{
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return false;
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}
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if( false == g_ContOutfitTable.GetObject( tagTmp, "PC_WOMAN.outfit" ) )
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{
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return false;
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}*/
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return true;
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}
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//void CZ3DCharacterModel::Close();
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