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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//------------------------------------------------------------------------------
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// File: GargleDMO.cpp
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//
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// Desc: DirectShow sample code - implementation of DLL exports.
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//
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// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
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//------------------------------------------------------------------------------
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// Note: Proxy/Stub Information
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// To build a separate proxy/stub DLL,
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// run nmake -f GargleDMOps.mk in the project directory.
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#include "stdafx.h"
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#include "resource.h"
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#define FIX_LOCK_NAME
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#include <dmo.h>
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#include <dmobase.h>
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#include <param.h>
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#include "Gargle.h"
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#include "GargDMOProp.h"
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CComModule _Module;
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BEGIN_OBJECT_MAP(ObjectMap)
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OBJECT_ENTRY(CLSID_Gargle, CGargle)
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OBJECT_ENTRY(CLSID_GargDMOProp, CGargDMOProp)
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END_OBJECT_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// DLL Entry Point
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extern "C"
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BOOL WINAPI DllMain(HINSTANCE hInstance, DWORD dwReason, LPVOID /*lpReserved*/)
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{
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if (dwReason == DLL_PROCESS_ATTACH)
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{
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_Module.Init(ObjectMap, hInstance);
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DisableThreadLibraryCalls(hInstance);
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}
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else if (dwReason == DLL_PROCESS_DETACH)
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_Module.Term();
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return TRUE; // ok
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}
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/////////////////////////////////////////////////////////////////////////////
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// Used to determine whether the DLL can be unloaded by OLE
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STDAPI DllCanUnloadNow(void)
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{
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return (_Module.GetLockCount()==0) ? S_OK : S_FALSE;
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}
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/////////////////////////////////////////////////////////////////////////////
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// Returns a class factory to create an object of the requested type
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STDAPI DllGetClassObject(REFCLSID rclsid, REFIID riid, LPVOID* ppv)
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{
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return _Module.GetClassObject(rclsid, riid, ppv);
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}
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/////////////////////////////////////////////////////////////////////////////
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// DllRegisterServer - Adds entries to the system registry
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STDAPI DllRegisterServer(void)
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{
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// Register ourselves as a pcm audio effects DMO
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DMO_PARTIAL_MEDIATYPE mt;
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mt.type = MEDIATYPE_Audio;
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mt.subtype = MEDIASUBTYPE_PCM;
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DMORegister(L"Gargle DMO Sample",
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CLSID_Gargle,
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DMOCATEGORY_AUDIO_EFFECT,
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0,
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1,
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&mt,
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1,
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&mt);
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// registers object, but we're not using a typelib
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return _Module.RegisterServer(FALSE);
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}
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/////////////////////////////////////////////////////////////////////////////
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// DllUnregisterServer - Removes entries from the system registry
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STDAPI DllUnregisterServer(void)
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{
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return _Module.UnregisterServer(TRUE);
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}
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