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>
33 lines
1.5 KiB
C++
33 lines
1.5 KiB
C++
#ifndef _GAMA_CLIENT_SEND_PACKET_H_
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#define _GAMA_CLIENT_SEND_PACKET_H_
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// forward decl.
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class ClientSocket;
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struct CHAR_CREATE;
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namespace ClientNet
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{
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// forward decl.
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class CClientEventHandler;
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}
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namespace SendPacket
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{
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bool AuthAccount(ClientSocket& clientSocket, char* UserID_In, char* UserPW_In, unsigned long ClientVer_In, unsigned long CheckSum_In, unsigned short Flag_In = 0);
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bool JapanAuthAccount(ClientSocket& clientSocket, char* UserID_In, unsigned long dwUID, unsigned long ClientVer_In, unsigned long CheckSum_In, unsigned short Flag_In = 0);
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bool UserLogin(ClientNet::CClientEventHandler* lpHandler, unsigned long UserID_In, unsigned char cLoginType_In);
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bool CharSelect(ClientNet::CClientEventHandler* lpHandler, unsigned long UserID_In, unsigned long CharID_In);
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bool CharCreate(ClientNet::CClientEventHandler* lpHandler, unsigned long UserID_In, unsigned long SlotNum_In, CHAR_CREATE &Create_In);
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bool CharDelete(ClientNet::CClientEventHandler* lpHandler, unsigned long UserID_In, unsigned long CharID_In, unsigned long SlotNum_In, char* szPassword);
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// WORK_LIST 2.1 계정 국적 추가
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bool SelectAccountNation(ClientNet::CClientEventHandler* lpHandler, unsigned long UserID_In, unsigned char cType, unsigned char cAccountNation_In);
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// 통합서버 캐릭터 선택 전송
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bool UnifiedCharSelect(ClientNet::CClientEventHandler* lpHandler, const char* szPassword,
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unsigned long* lpdwCID, unsigned long dwCIDNum,
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unsigned char cSelectedStoreServerGroup, unsigned char cSelectedNation);
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}
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#endif |