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 _TEMP_INVEN_CONTAINER_H_
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#define _TEMP_INVEN_CONTAINER_H_
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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class CCharacter;
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namespace Item
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{
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class CTempInvenContainer : public CListContainer
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{
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protected:
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CCharacter* m_lpOwner; // <20>ӽ<EFBFBD> <20>κ<EFBFBD><CEBA>丮<EFBFBD><E4B8AE> <20><><EFBFBD><EFBFBD>
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unsigned char m_cItemNum; // <20><><EFBFBD><EFBFBD> <20>ӽ<EFBFBD> <20>κ<EFBFBD><CEBA>丮<EFBFBD><E4B8AE> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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public:
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CTempInvenContainer();
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virtual ~CTempInvenContainer();
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bool Initialize(CCharacter* lpCharacter, unsigned short nMaxSize);
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virtual CItem* GetItem(ItemPos itemPos);
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virtual bool SetItem(ItemPos itemPos, CItem* lpItem);
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virtual bool RemoveItem(ItemPos itemPos);
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virtual bool SerializeIn(const char* szItemBuffer_In, unsigned long dwBufferSize_In);
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bool IsFull(void) { return (m_cItemNum == m_nMaxSize); }
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};
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};
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#endif
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