Files
Client/GameTools/Zallad3D SceneClass/SectorEffectMap.cpp
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

56 lines
1.2 KiB
C++

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