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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Engine/Zalla3D Base Class/Sphere.h
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40
Engine/Zalla3D Base Class/Sphere.h
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#ifndef _Sphere_H_
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#define _Sphere_H_
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#pragma once
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struct IDirect3DVertexBuffer8;
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struct IDirect3DDevice8;
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////////////////////////////////////////////////////////////////////////////
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//
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class CSphere
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{
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IDirect3DDevice8 * m_pd3dDevice;
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IDirect3DVertexBuffer8 * m_pVB;
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unsigned m_uiRings, m_uiSegments; //<2F><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20>浵<EFBFBD><E6B5B5> <20><><EFBFBD><EFBFBD>
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float m_fRed, m_fGreen, m_fBlue;
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unsigned m_uiSphereVertices;
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unsigned char m_ucTransparency;
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public:
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CSphere();
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~CSphere();
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void Create( IDirect3DDevice8 *, unsigned rings, unsigned segments );
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void Destroy();
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void SetPosition( float x, float y, float z );
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void SetTransparency( unsigned char t ) { m_ucTransparency = t; }
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void SetRadius( float radius ) { m_fRadius = radius; }
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void SetColor( float r, float g, float b );
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void Render();
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float m_fPosX, m_fPosY, m_fPosZ, m_fRadius;
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};
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////////////////////////////////////////////////////////////////////////////
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#endif
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