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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73
Engine/Zalla3D Base Class/FrameTimer.cpp
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73
Engine/Zalla3D Base Class/FrameTimer.cpp
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// FrameTimer.cpp: implementation of the CFrameTimer class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "FrameTimer.h"
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#include "GMMemory.h"
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std::vector<float> CFrameTimer::m_fUpdateTimeList;
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std::vector<float> CFrameTimer::m_fTimeRemainList;
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std::vector<float> CFrameTimer::m_fPerSecondUpdateList;
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DWORD CFrameTimer::m_dwTickTime;
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DWORD CFrameTimer::m_dwLastUpdateTime;
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CFrameTimer g_FrameTimer;
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CFrameTimer::CFrameTimer()
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{
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m_dwTickTime = 0xFFFFFFFF;
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}
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CFrameTimer::~CFrameTimer()
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{
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m_fUpdateTimeList.clear();
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m_fTimeRemainList.clear();
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m_fPerSecondUpdateList.clear();
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}
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void CFrameTimer::Create()
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{
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m_dwTickTime = 0xFFFFFFFF;
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}
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void CFrameTimer::UpdateTime()
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{
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if(m_dwTickTime == 0xFFFFFFFF)
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{
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m_dwTickTime=GetTickCount();
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m_dwLastUpdateTime=m_dwTickTime;
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}
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DWORD dwOldTickTime=m_dwTickTime;
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m_dwTickTime=GetTickCount();
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DWORD dwIntervalPreTime=m_dwTickTime-dwOldTickTime;
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for(int i=0;i<(int)m_fUpdateTimeList.size();i++)
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{
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m_fUpdateTimeList[i]=(float)dwIntervalPreTime/(1000.0f/m_fPerSecondUpdateList[i]);
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m_fUpdateTimeList[i]+=m_fTimeRemainList[i];
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m_fTimeRemainList[i]=m_fUpdateTimeList[i]-(int)m_fUpdateTimeList[i];
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}
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}
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int CFrameTimer::Regist(float fPerSecondUpdate)
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{
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m_fUpdateTimeList.push_back(0.0f);
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m_fTimeRemainList.push_back(0.0f);
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m_fPerSecondUpdateList.push_back(fPerSecondUpdate);
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return (int)m_fUpdateTimeList.size()-1;
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}
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float CFrameTimer::GetUpdateTimer(int nTimer)
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{
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return m_fUpdateTimeList[nTimer];
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}
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void CFrameTimer::ResetTimer(int nTimer)
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{
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m_fUpdateTimeList[nTimer] = 0;
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}
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