Initial commit: ROW Client source code
Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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51
Engine/Effect/X3DEffectBase.cpp
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51
Engine/Effect/X3DEffectBase.cpp
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// X3DEffectBase.cpp: implementation of the CX3DEffectBase class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "X3DEffectBase.h"
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#include "GMMemory.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CX3DEffectBase::CX3DEffectBase()
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{
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m_QuatSet = false;
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m_lpTexture = NULL;
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m_index=-1;
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m_Scale[0] = m_Scale[1] = m_Scale[2] = 1.0f;
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strcpy(m_strTextureFile, "");
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m_bWorldEffect = false;
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m_Mine = true;
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m_StopParticleFrame = -1;
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m_bLight = false;
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m_bClearBuffer = true;
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}
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CX3DEffectBase::~CX3DEffectBase()
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{
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if(m_lpTexture) { delete m_lpTexture; m_lpTexture = NULL; }
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}
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void CX3DEffectBase::SetStopParticle(int t) {
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m_StopParticleFrame = t;
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}
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int CX3DEffectBase::GetStopParticle() {
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return m_StopParticleFrame;
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}
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void CX3DEffectBase::LoadTexture(const char *strFilename)
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{
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if(m_lpTexture) { delete m_lpTexture; m_lpTexture = NULL; }
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m_lpTexture = new CTexture();
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m_lpTexture->Init(m_lpD3DDevice);
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m_lpTexture->SetPath(EFFECTTEXTUREPATH);
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m_lpTexture->Load((char *)strFilename);
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strcpy(m_strTextureFile, strFilename);
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}
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void CX3DEffectBase::SetGemClearBuffer(bool b)
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{
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m_bClearBuffer = b;
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}
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