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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41
Engine/Zalla3D Scene Class/CloudScene.h
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41
Engine/Zalla3D Scene Class/CloudScene.h
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// CloudScene.h: interface for the CCloudScene class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_CLOUDSCENE_H__8881B271_2D89_4DE6_884E_1C2B0277D447__INCLUDED_)
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#define AFX_CLOUDSCENE_H__8881B271_2D89_4DE6_884E_1C2B0277D447__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 "SceneNode.h"
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#include "Texture.h"
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#include <Vertex.h>
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#include "SectorDefine.h"
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#include "StateLog.h"
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#include "RenderTexture.h"
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const int NUMCLOUDOCTAVE=4;
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const float CLOUDSIZE=500000.0f;
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const long CLOUDDIVIDE=10;
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const long CLOUDVERTEX=CLOUDDIVIDE+2;
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class CCloudScene : public CSceneNode
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{
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float m_fTrans[NUMCLOUDOCTAVE];
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CTexture m_CloudOctaveTexture[NUMCLOUDOCTAVE];
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LVertex m_CloudVertex[CLOUDVERTEX];
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public:
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void SetColor(DWORD dwColor,DWORD dwCenterColor,DWORD *dwLayerColor);
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CRenderTexture m_CloudOctaveBlendTexture;
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void Update(LPDIRECT3DDEVICE8 pd3dDevice,float fTime);
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void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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float Noise3D(int x, int y, int z);
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void Create();
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CCloudScene();
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virtual ~CCloudScene();
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};
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#endif // !defined(AFX_CLOUDSCENE_H__8881B271_2D89_4DE6_884E_1C2B0277D447__INCLUDED_)
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