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