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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82
Engine/Zalla3D Scene Class/HouseObjectScene.h
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82
Engine/Zalla3D Scene Class/HouseObjectScene.h
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// HouseObjectNode.h: interface for the CHouseObjectNode class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_HOUSEOBJECTNODE_H__DF571E5D_B6EA_4B04_8378_47CAFBC9F04B__INCLUDED_)
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#define AFX_HOUSEOBJECTNODE_H__DF571E5D_B6EA_4B04_8378_47CAFBC9F04B__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 "HouseObject.h"
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class CImposterScene;
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class CHouseObjectScene : public CSceneNode
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{
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public:
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bool m_SelfLoadOut,m_SelfLoadMed,m_SelfLoadIn,m_SelfLoadInObject;
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long m_HouseSceneID;
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CHouseObject *m_HouseObject;
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char m_strInName[MAX_NAMEBUFFER];
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char m_strMedName[MAX_NAMEBUFFER];
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char m_strOutName[MAX_NAMEBUFFER];
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char m_strFlag[MAX_NAMEBUFFER];
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bool m_bOctree;
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bool m_bNotCull;
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bool m_bSkip;
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bool m_bMedCull;
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bool m_bInit;
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bool m_bFlag;
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CImposterScene* m_pImposterScene;
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CHouseObjectScene();
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virtual ~CHouseObjectScene();
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void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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void SetSkipFlag(bool bSkip) { m_bSkip = bSkip;}
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bool GetSkipFlag() { return m_bSkip;}
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void SetFlag(bool bFlag) { m_bFlag = bFlag; }
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bool GetFlag(void) { return m_bFlag; }
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};
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/*
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class CHouseObjectScene : public CSceneNode
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{
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public:
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void RenderGlare(LPDIRECT3DDEVICE8 pd3dDevice);
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void DeleteBspPosition();
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void UpdateBspPosition();
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bool m_SelfLoadOut,m_SelfLoadMed,m_SelfLoadIn,m_SelfLoadInObject;
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void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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long m_HouseSceneID;
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CHouseObject *m_HouseObject;
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char m_strInName[MAX_NAMEBUFFER];
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char m_strMedName[MAX_NAMEBUFFER];
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char m_strOutName[MAX_NAMEBUFFER];
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char m_strBSPName[MAX_NAMEBUFFER];
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bool m_bOctree;
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bool m_bNotCull;
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bool m_bSkip;
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bool m_bMedCull;
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CHouseObjectScene();
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virtual ~CHouseObjectScene();
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void SetSkipFlag(bool bSkip) { m_bSkip = bSkip;}
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bool GetSkipFlag() { return m_bSkip;}
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};
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*/
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#endif // !defined(AFX_HOUSEOBJECTNODE_H__DF571E5D_B6EA_4B04_8378_47CAFBC9F04B__INCLUDED_)
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