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 _CASTLE_GUARD_OBJECT_H_
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#define _CASTLE_GUARD_OBJECT_H_
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#pragma once
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#include <Creature/Siege/CastleArms.h>
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using namespace Siege;
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class CCastleGuard : public CCastleArms
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{
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public:
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virtual ~CCastleGuard();
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// CSkillMonster <20><> <20><><EFBFBD><EFBFBD>
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void NormalBehavior(unsigned long dwTick);
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void AttackBehavior(unsigned long dwTick);
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void SearchPlayer(void);
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bool Dead(CAggresiveCreature* pOffencer);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ڵ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>̹Ƿ<CCB9> <20>Ʒ<EFBFBD> <20>Լ<EFBFBD><D4BC><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
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bool AttackCID(CCharacter* lpRideChar, AtType attackType, AtNode& attackNode, unsigned short& wError) { return false; }
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bool Attack(AtType attackType, unsigned char cDefenderNum, CAggresiveCreature** ppDefenders,
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unsigned char* cDefenserJudges, unsigned short* wDefenserMPHeal) { return false; }
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bool MissileAttack(AtType attackType, float fDir, float nRange, float fAngle, char cTargetType) { return false; }
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// Rider <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bool Ride(unsigned long dwCID) { return false; } // <20><><EFBFBD><EFBFBD> ž<><C5BE>
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bool GetOff(unsigned long dwCID) { return false; } // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<28>߰<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>Ŷ <20><><EFBFBD><EFBFBD>)
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private:
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CCastleGuard(MonsterCreateInfo& MonsterCreate, const CastleObjectInfo& CastleObject);
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friend class CSiegeObjectMgr;
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};
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#endif _CASTLE_GUARD_OBJECT_H_
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