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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97
Engine/Zalla3D Base Class/CrossMHeader.h
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97
Engine/Zalla3D Base Class/CrossMHeader.h
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#pragma once
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#ifndef __CROSSM_HEADER_H__
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#define __CROSSM_HEADER_H__
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#pragma warning(disable:4786)
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#pragma warning(disable:4251)
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#pragma warning(disable:4503)
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#include <windows.h>
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#include <algorithm>
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#include <tchar.h>
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#include <vector>
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#include <queue>
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#include <map>
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#include <string>
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#include <list>
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#include <math.h>
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#include <process.h>
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#include <mmsystem.h>
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#include <time.h>
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namespace CROSSM {
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// template function <20><><EFBFBD><EFBFBD>
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template<class _T>
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inline void SafeDelete( _T ptr )
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{
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if( NULL != ptr )
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{
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delete (ptr);
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ptr = NULL;
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}
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}
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template<class _T>
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inline void SafeDeleteA( _T ptr )
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{
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if( NULL != ptr )
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{
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delete[] (ptr);
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ptr = NULL;
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}
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}
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template<class _T>
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inline void SafeRelease( _T ptr )
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{
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if( NULL != ptr )
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{
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ptr->Release();
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ptr = NULL;
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}
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}
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inline unsigned long GetHashID(const char *strFileName)
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{
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unsigned long ulHashId = 0;
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int iLength = (int)strlen(strFileName);
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for(int i=0;i < iLength; i++) {
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ulHashId += (( i + 1) * strFileName[i]);
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}
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return ulHashId;
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}
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enum CROSSM_OBJ_TYPE {
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OBJ_POOL = 0,
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OBJ_RESOURCE,
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OBJ_TYPENUMS
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};
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enum CROSSM_POOLRESOURCE_TYPE{
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// Pool <20><>ü
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POOL_MESSAGEOBJ = 0, // CSGMessage <20><>ü.
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// POOL_BYTEDATAOBJ, // CByteDataObj
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// POOL_RESOURCEMGROBJ, // CResourceMgrObj
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// POOL_DELRESOURCEINFOOBJ, // CDelResourceInfoObj
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// POOL_HOUSEOBJSCENE, // HouseObjectScene.
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// POOL_HOUSEOBJ, // HouseObj,
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// POOL_OBJECTSCENE, // Object Scene
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// POOL_OCTREEOBJ, // Octree Obj
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// POOL_POLYNODE, // Poly Node
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// Resource <20><>ü
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RESOURCE_TEXTURE, // Texture
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RESOURCE_MESH, // Mesh
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RESOURCE_OCTREESCENE, // Octree
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POOLRESOURCE_TYPENUMS,
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};
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}
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#endif
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