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 _GAMA_CLIENT_SEND_MOVE_H_
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#define _GAMA_CLIENT_SEND_MOVE_H_
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#include <Network/Address/INET_Addr.h>
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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class ClientSocket;
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class CNetworkPos;
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struct POS;
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namespace ClientNet
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{
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// forward decl.
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class CClientEventHandler;
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}
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namespace SendPacket
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{
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bool CharMoveUpdate(ClientNet::CClientEventHandler* lpHandler, unsigned long CharID_In, bool SitMode_In, POS* Pos_In, float Dir_In);
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bool CharMoveEx(ClientSocket& clientSocket, unsigned long CharID_In,
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CNetworkPos& netPos, unsigned char UAct_In, unsigned char LAct_In);
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/* DEPLECATED
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// TODO : REMOVE UDP Packets
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bool CharUpdateAddress(ClientSocket& clientSocket, unsigned long CharID_In);
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bool CharAddressInfo(ClientSocket& clientSocket, unsigned long CharID_In, unsigned long TargetID_In);
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bool CharMove(ClientSocket& clientSocket, unsigned long CharID_In, POS* Pos_In, float Dir_In, unsigned short UAct_In,
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unsigned short LAct_In, char Level_In, unsigned long ChantEf_In, unsigned long EnchantEf_In);
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bool CharRequireInfo(ClientSocket& clientSocket, unsigned long SenderID_In, unsigned long TargetID_In, unsigned char Cmd_In);
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*/
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};
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#endif
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