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 _DBAGENT_PACKET_PARSE_H_
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#define _DBAGENT_PACKET_PARSE_H_
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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struct PktBase;
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class CDBAgentDispatch;
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class CGameClientDispatch;
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namespace DBAgentPacketParse
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{
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bool SendUserKill(CDBAgentDispatch& DBAgentDispatch, unsigned long dwUserID, unsigned short usError);
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bool SendServerLogout(CDBAgentDispatch& DBAgentDispatch);
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bool SendAbnormalLogout(unsigned long dwUID, unsigned long dwCID,
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unsigned long dwSessionID, unsigned long dwRequestKey,
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CGameClientDispatch* lpGameClientDispatch);
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bool SendRankDelete(const char* szName, unsigned short usError); // <20≯<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ŷ<EFBFBD><C5B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
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bool ParseUserKill(CDBAgentDispatch& DBAgentDispatch, PktBase* lpPktBase);
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// <20>α<EFBFBD><CEB1>ν<EFBFBD> DB<44>κ<EFBFBD><CEBA><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE>. (DepositUpdate<74><65> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.)
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bool ParseUpdateDBData(CDBAgentDispatch& DBAgentDispatch, PktBase* lpPktBase); // DB<44><42><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
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bool ParseFriendList(CDBAgentDispatch& DBAgentDispatch, PktBase* lpPktBase); // ģ<><C4A3> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
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bool ParseQuestDB(CDBAgentDispatch& DBAgentDispatch, PktBase* lpPktBase); // <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
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bool ParseDepositCmd(CDBAgentDispatch& DBAgentDispatch, PktBase* lpPktBase); // DB<44><42><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
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bool ParseConfigInfoDB(CDBAgentDispatch& DBAgentDispatch, PktBase* lpPktBase); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
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bool ParseAgentParty(CDBAgentDispatch& DBAgentDispatch, PktBase* lpPktBase); // <20><>Ƽ <20><><EFBFBD><EFBFBD>
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bool ParseDepositUpdate(CDBAgentDispatch& DBAgentDispatch, PktBase* lpPktBase); // â<><C3A2> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
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bool ParseAgentZone(CDBAgentDispatch& DBAgentDispatch, PktBase* lpPktBase);
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bool ParseSysServerLogin(CDBAgentDispatch& DBAgentDispatch, PktBase* lpPktBase); // <20><><EFBFBD><EFBFBD> <20>α<EFBFBD><CEB1><EFBFBD>
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bool ParseSysServerVerUpdate(CDBAgentDispatch& DBAgentDispatch, PktBase* lpPktBase); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
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bool ParseSysChannelUpdate(CDBAgentDispatch& DBAgentDispatch, PktBase* lpPktBase); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
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bool ParseSysRankingUpdate(CDBAgentDispatch& DBAgentDispatch, PktBase* lpPktBase); // <20><><EFBFBD><EFBFBD> <20><>ŷ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
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bool ParseBillingTimeoutNotify(CDBAgentDispatch& DBAgentDispatch, PktBase* lpPktBase); // <20><><EFBFBD><EFBFBD> Ÿ<>Ӿƿ<D3BE> <20><><EFBFBD><EFBFBD>
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bool ParseBillingTimeCheckNotify(CDBAgentDispatch& DBAgentDispatch, PktBase* lpPktBase); // <20><><EFBFBD><EFBFBD> üũ
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bool ParseCharUseCashItem(CDBAgentDispatch& DBAgentDispatch, PktBase* lpPktBase); // ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bool ParseExtraEvent(CDBAgentDispatch& DBAgentDispatch, PktBase* lpPktBase); // <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20>̺<EFBFBD>Ʈ <20>ߵ<EFBFBD>
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bool ParseEventDropItem(CDBAgentDispatch& DBAgentDispatch, PktBase* lpPktBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̺<EFBFBD>Ʈ
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bool ParseCharAdminCmd(CDBAgentDispatch& DBAgentDispatch, PktBase* lpPktBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ó<><C3B3>
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bool ParseGiveItemToTempInven(CDBAgentDispatch& DBAgentDispatch, PktBase* lpPktBase); // <20>ӽ<EFBFBD><D3BD>κ<EFBFBD><CEBA><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bool ParseCharNameChangeAck(CDBAgentDispatch& DBAgentDispatch, PktBase* lpPktBase); // <20≯<EFBFBD> <20><><EFBFBD><EFBFBD> <20><>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ack
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bool ParseSaveEnemy(CDBAgentDispatch& DBAgentDispatch, PktBase* lpPktBase); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
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bool ParseKeyInfo(CDBAgentDispatch& DBAgentDispatch, PktBase* lpPktBase); // <20><><EFBFBD>̽<EFBFBD>ƽ Ű <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>..
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};
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#endif
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