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/ScatterParticle.cpp
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80
Engine/Zalla3D Scene Class/ScatterParticle.cpp
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// ScatterParticle.cpp: implementation of the CScatterParticle class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "ScatterParticle.h"
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#include "GMMemory.h"
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///////////////////false//////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CScatterParticle::CScatterParticle()
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{
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m_bGravity=false;
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}
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CScatterParticle::~CScatterParticle()
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{
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}
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//DEL void CScatterParticle::Create()
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//DEL {
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//DEL
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//DEL }
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bool CScatterParticle::Update(float fUpdateTime)
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{
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/*
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for(int cRepeat=0;cRepeat<3;cRepeat++)
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{
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for(int cParticle=0;cParticle<m_ParticleNodeList.num;cParticle++)
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{
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if(m_ParticleNodeList[cParticle].m_fNowTime>=m_ParticleNodeList[cParticle].m_fFadeTime)
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continue;
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m_ParticleNodeList[cParticle].m_fNowTime+=64.0f;
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m_ParticleNodeList[cParticle].m_vecSource+=m_ParticleNodeList[cParticle].m_vecDir;
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m_ParticleNodeList[cParticle].m_clrNowDiffuse=
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color::Interpolation(m_ParticleNodeList[cParticle].m_clrStartDiffuse,
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m_ParticleNodeList[cParticle].m_clrEndDiffuse,
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m_ParticleNodeList[cParticle].m_fNowTime/m_ParticleNodeList[cParticle].m_fFadeTime);
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if(m_bGravity)
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{
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m_ParticleNodeList[cParticle].m_vecDir+=vector3(0.0f,-0.3f,0.0f);
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}
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}
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}
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*/
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return false;
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}
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void CScatterParticle::Create(vector3 vecPos)
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{
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/*
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vector3 vecDirRand,vecPosRand;
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for(int cParticle=0;cParticle<500;cParticle++)
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{
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vecDirRand=vector3(Random()*100.0f,Random()*100.0f,Random()*100.0f);
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vecDirRand.Normalize();
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vecDirRand*=Random()*5.0f;
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//vecDirRand+=vector3(0.0f,4.0f,0.0f);
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vecPosRand=vector3(Random()*100.0f,Random()*100.0f,Random()*100.0f);
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vecPosRand.Normalize();
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vecPosRand*=Random()*60.0f;
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ParticleNode AddNode;
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AddNode.m_vecSource=vecPos+vecPosRand;
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AddNode.m_vecDir=vecDirRand;
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AddNode.m_fSize=5.0f;
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AddNode.m_fFadeTime=2000.0f;
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AddNode.m_fNowTime=0.0f;
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AddNode.m_clrStartDiffuse.c=0xffffffff;
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AddNode.m_clrEndDiffuse.c=0xff000000;
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m_ParticleNodeList.Add(AddNode);
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}
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*/
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CTexture::SetPath(FXTEXTUREPATH);
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m_ParticleTexture.Load("Circle.dds");
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}
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