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 _RYL_GAME_LIBRARY_GAME_EVENT_MGR_H_
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#define _RYL_GAME_LIBRARY_GAME_EVENT_MGR_H_
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#include <list>
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#include "./LotteryEvent/LotteryEvent.h"
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class CGameEventMgr
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{
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public:
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typedef std::list<unsigned short> DropEventItemList;
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static CGameEventMgr& GetInstance();
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bool Initialize(const char* szLotteryFileName = NULL);
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CLotteryEvent& GetLotteryEvent(void) { return m_LotteryEvent; }
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inline void PushDropEventItem(unsigned short usItemID);
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inline unsigned short PopDropEventItem(void);
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private:
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CGameEventMgr();
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virtual ~CGameEventMgr();
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CLotteryEvent m_LotteryEvent;
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DropEventItemList m_lstDropEventItem;
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};
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inline void CGameEventMgr::PushDropEventItem(unsigned short usItemID)
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{
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m_lstDropEventItem.push_back(usItemID);
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}
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inline unsigned short CGameEventMgr::PopDropEventItem(void)
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{
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unsigned short usItemID = 0;
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if (false == m_lstDropEventItem.empty())
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{
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usItemID = m_lstDropEventItem.front();
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m_lstDropEventItem.pop_front();
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}
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return usItemID;
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}
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#endif
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