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/Z3DCharacterModel.cpp
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57
Engine/Zalla3D Scene Class/Z3DCharacterModel.cpp
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// Z3DCharacterModel.cpp: implementation of the CZ3DCharacterModel class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "Z3DCharacterModel.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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#include "SimpleParser.h"
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#include "GMMemory.h"
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// static members
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std::list<CZ3DCharacterModel*> CZ3DCharacterModel::ms_list_pModel;
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SimpleString CZ3DCharacterModel::ms_strDataPath;
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bool CZ3DCharacterModel::_Init( const char* szDataPath )
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{
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//_ASSERT( pStub );
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//ms_rpStub = pStub;
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int l = strlen( szDataPath );
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if( '\\' == szDataPath[l-1] || '/' == szDataPath[l-1] )
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{
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ms_strDataPath( szDataPath );
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}
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else
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{
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ms_strDataPath( szDataPath, "/" );
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}
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/*g_ContOutfitTable.SetFilePath( szDataPath );
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g_ContWeaponTable.SetFilePath( szDataPath );
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// preloading desired outfit tables
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H3DOutfitTableTag tagTmp;
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if( false == g_ContOutfitTable.GetObject( tagTmp, "PC_MAN.outfit" ) )
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{
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return false;
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}
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if( false == g_ContOutfitTable.GetObject( tagTmp, "PC_WOMAN.outfit" ) )
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{
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return false;
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}*/
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CZ3DGradeEffectHandler::Init();
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return true;
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}
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//void CZ3DCharacterModel::Close();
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