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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58
Engine/Zalla3D Scene Class/SectorEffectMap.cpp
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58
Engine/Zalla3D Scene Class/SectorEffectMap.cpp
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// SectorEffectMap.cpp: implementation of the CSectorEffectMap class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "SectorEffectMap.h"
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#include "GMMemory.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CSectorEffectMap::CSectorEffectMap()
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{
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Sector_EffectNum = 0;
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pick_index = -1;
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}
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CSectorEffectMap::~CSectorEffectMap()
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{
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int i;
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for(i=0;i<(int)m_strEffectName.size();i++) {
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if(m_strEffectName[i])
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delete[] m_strEffectName[i];
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}
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m_strEffectName.clear();
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//for(i=0;i<Sector_EffectNum;i++) {
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//}
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}
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//DEL void CSectorEffectMap::Add_Effect(char *name, vector3 pos, int index_x, int index_y)
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//DEL {
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//DEL CEffectMap tmp;
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//DEL strcpy(tmp.FileName,name);
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//DEL tmp.IndexX = index_x;
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//DEL tmp.IndexY = index_y;
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//DEL memcpy(&tmp.pos,&pos,sizeof(vector3));
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//DEL
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//DEL m_Effect.Add(tmp);
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//DEL m_vecEffectPos.Add(pos);
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//DEL Effect_Num++;
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//DEL
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//DEL }
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//DEL bool CSectorEffectMap::EffectSectorIn(int x_index, int y_index,int i)
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//DEL {
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//DEL
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//DEL
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//DEL if( m_Effect[i].IndexY == y_index && m_Effect[i].IndexX == x_index)
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//DEL return true;
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//DEL
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//DEL return false;
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//DEL }
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