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