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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#ifndef _GUILDDB_MGR_H_
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#define _GUILDDB_MGR_H_
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#pragma once
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#include <Community/Guild/GuildMgr.h>
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// forward decl.
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class CSendStream;
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namespace Guild
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{
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class CGuildDB;
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class CGuildDBMgr : public CGuildMgr
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{
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public:
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static CGuildDBMgr& GetInstance();
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CGuildDBMgr(void);
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~CGuildDBMgr(void);
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bool Initialize(CDBComponent& DBComponent);
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CGuildDB* CreateGuild(unsigned long dwMasterID, unsigned char cNation, char* szGuildName, unsigned short* wError);
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GuildMap::iterator DissolveGuild(unsigned long dwGID, unsigned short usDissolveReason);
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bool SetRelation(unsigned long dwGID, unsigned long dwTargetGID, unsigned char cRelationType);
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void CancelAlertAndCounterHostility(); // 자신이 경계 적대 / 카운터 적대를 맺은 길드는 그 관계를 해지
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void CancelAlertHostility(unsigned long dwTargetGID); // dwTargetGID 에게 경계 적대 선언을 한 길드의 관계를 해지
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void ProcessGuild(void);
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void SendGuildDBList(CSendStream& SendStream);
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void KickAllWaitMember() ;
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private:
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bool ReadGuildInfoDB(void);
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bool ReadGuildMemberDB(void);
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bool ReadGuildRelationDB(void);
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CDBComponent* m_lpDBComponent;
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};
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};
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#endif
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