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 Scene Class/ChristmasParticle.h
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67
Engine/Zalla3D Scene Class/ChristmasParticle.h
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// ChristmasParticle.h: interface for the CChristmasParticle class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_CHRISTMASPARTICLE_H__24078282_01D5_4099_A4CF_1B76DA1E6890__INCLUDED_)
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#define AFX_CHRISTMASPARTICLE_H__24078282_01D5_4099_A4CF_1B76DA1E6890__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include "NatureParticle.h"
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#include <sys/types.h>
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#include <sys/timeb.h>
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const DWORD dwRainParticleVertexDecl = (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0));
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class CRainParticleVertex {
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public:
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D3DXVECTOR3 m_vecPos;
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DWORD m_dwColor;
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D3DXVECTOR2 m_vecTexcoord;
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};
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const DWORD dwChristmasParticleVertexDecl = (D3DFVF_XYZ | D3DFVF_DIFFUSE);
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class CChristmasParticleVertex {
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public:
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D3DXVECTOR3 m_vecPos;
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DWORD m_dwColor;
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};
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class CTexture;
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class CChristmasParticle : public CNatureParticle
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{
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public:
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CChristmasParticle();
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virtual ~CChristmasParticle();
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virtual void Init(int iNodesNum,char *strTexture);
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virtual void UpdateBuffer(float fStep = 1.0f);
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virtual void Render();
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void SetStart(bool bFlag) { m_bStart = bFlag;}
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void SetCenter(float fX,float fY,float fZ) { m_vecCenter = D3DXVECTOR3(fX,fY,fZ);}
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DWORD FtoDW( FLOAT f ) { return *((DWORD*)&f); }
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float m_fHeight;
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// bool m_bStart;
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D3DXVECTOR3 m_vecCenter;
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D3DXVECTOR3 m_vecUp;
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D3DXVECTOR3 m_vecRight;
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DWORD m_dwStartTime;
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protected:
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LPDIRECT3DVERTEXBUFFER8 m_pVertexBuffer;
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LPDIRECT3DINDEXBUFFER8 m_pIndexBuffer;
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LPDIRECT3DDEVICE8 m_pDevice;
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CTexture *m_pImageTexture;
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bool m_bPointSprite;
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};
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#endif // !defined(AFX_CHRISTMASPARTICLE_H__24078282_01D5_4099_A4CF_1B76DA1E6890__INCLUDED_)
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