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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69
GameTools/Zallad3D SceneClass/Z3DTexturePiece.h
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69
GameTools/Zallad3D SceneClass/Z3DTexturePiece.h
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// Z3DTexturePiece.h: interface for the Z3DTexturePiece class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_Z3DTEXTUREPIECE_H__C52E1602_D5D1_11D4_AD2B_0000E8EB4C69__INCLUDED_)
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#define AFX_Z3DTEXTUREPIECE_H__C52E1602_D5D1_11D4_AD2B_0000E8EB4C69__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 <d3d8.h>
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#include <stdio.h>
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#include "misc.h"
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#include "Z3Dtexture.h"
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#define Z3D_MIPMAP_COUNT 10
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struct Z3DTexturePiece
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{
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WORD wId;
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D3DFORMAT format;
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short sLODCount;
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short sX;
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short sY;
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short sWidth;
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short sHeight;
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BYTE* pBitmap;
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Z3DTexturePiece()
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{
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format = D3DFMT_UNKNOWN;
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sLODCount = 0;
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sX = 0;
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sY = 0;
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sWidth = 0;
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sHeight = 0;
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pBitmap = NULL;
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}
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~Z3DTexturePiece()
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{
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SAFE_DELETE(pBitmap);
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}
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int GetId()
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{
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return wId;
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}
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bool Load( const char* szFileName );
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bool Blt2Texture( IDirect3DTexture8* pTex );
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};
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#endif // !defined(AFX_Z3DTEXTUREPIECE_H__C52E1602_D5D1_11D4_AD2B_0000E8EB4C69__INCLUDED_)
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