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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//--------------------------------------------------------------------------------------------------------------------------
// File Name: WorldWeaponDB.h
//
// Programmer: Zergra( Park Jongtae ) in GamaSoft corp.
//
// File Desciption: <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> DB
//
// Date: 2004. 12. 14. (ȭ)
//--------------------------------------------------------------------------------------------------------------------------
#ifndef _RYL_DBAGENT_WORLD_WEAPON_DB_H_
#define _RYL_DBAGENT_WORLD_WEAPON_DB_H_
#pragma once
//--------------------------------------------------------------------------------------------------------------------------
// Headers
//--------------------------------------------------------------------------------------------------------------------------
#include "CampDB.h"
//--------------------------------------------------------------------------------------------------------------------------
// Classes
//--------------------------------------------------------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////
// class CWorldWeaponDB
///////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////
class CWorldWeaponDB : public CCampDB
{
public:
virtual ~CWorldWeaponDB();
// Process <20>Լ<EFBFBD>
Siege::eReturn Process();
// Cmd ó<><C3B3> <20><><EFBFBD><EFBFBD> <20>Լ<EFBFBD>
bool Cancel(); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ϸ<EFBFBD>
bool Destroy(unsigned long dwEnemyGID = 0, bool bDeductFame = false);
bool UpdateWeaponState(unsigned char cWeaponState, unsigned long dwValue1, unsigned long dwValue2);
bool Fire();
protected:
// Client <20><> <20><>û<EFBFBD><C3BB><EFBFBD><EFBFBD> <20><><EFBFBD>ο<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
CWorldWeaponDB(CDBComponent& DBComponent, unsigned long dwCampID, unsigned long dwGID, unsigned short wObjectType,
unsigned char cZone, unsigned char cChannel, Position Pos);
// DB <20><><EFBFBD><EFBFBD> <20>о<EFBFBD><D0BE><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ü <20><><EFBFBD><EFBFBD>
CWorldWeaponDB(CDBComponent& DBComponent, const CampInfoDB& CampInfo);
unsigned char m_cChargeTime;
int m_iFireX, m_iFireZ;
friend class CSiegeObjectDBMgr;
};
#endif //_RYL_DBAGENT_WORLD_WEAPON_DB_H_