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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52
Engine/Zalla3D Scene Class/MeshObjectContainer.h
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52
Engine/Zalla3D Scene Class/MeshObjectContainer.h
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// MeshObjectContainer.h: interface for the CMeshObjectContainer class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_MESHOBJECTCONTAINER_H__6A180B72_E538_4180_A520_B01C7B7844EC__INCLUDED_)
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#define AFX_MESHOBJECTCONTAINER_H__6A180B72_E538_4180_A520_B01C7B7844EC__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 "BaseDataDefine.h"
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#include "MeshObject.h"
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#include <vector>
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class CMeshObjectContainer
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{
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char m_strObjectPathName[MAX_NAMEBUFFER];
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class MeshObjectNode
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{
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public:
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long m_nUsed;
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char m_strMeshName[MAX_NAMEBUFFER];
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CMeshObject *m_MeshObject;
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MeshObjectNode(CMeshObject *pMeshObject,char *strMeshName)
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{
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strcpy(m_strMeshName,strMeshName);
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m_MeshObject=pMeshObject;
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m_nUsed=1;
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};
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~MeshObjectNode()
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{
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delete m_MeshObject;
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};
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};
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std::vector<MeshObjectNode*> m_MeshContainer;
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public:
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void SetPath(char *strPath)
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{
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strcpy(m_strObjectPathName,strPath);
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}
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void DeleteAllObject();
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void DeleteMeshObject(char *strMeshName);
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CMeshObject* GetMeshObject(char *strMeshName);
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void Load(char *strMeshName);
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CMeshObjectContainer();
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virtual ~CMeshObjectContainer();
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};
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#endif // !defined(AFX_MESHOBJECTCONTAINER_H__6A180B72_E538_4180_A520_B01C7B7844EC__INCLUDED_)
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