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>
55 lines
1.3 KiB
C++
55 lines
1.3 KiB
C++
// LoadedObj.h: interface for the CLoadedObj class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_LOADEDOBJ_H__7BBE3A5F_6665_4F40_AA4D_82BACEBC32D3__INCLUDED_)
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#define AFX_LOADEDOBJ_H__7BBE3A5F_6665_4F40_AA4D_82BACEBC32D3__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include "./CaldronByteDataObj.h"
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namespace Caldron {
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namespace Base {
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/* *********************************************************************
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* CLoadedObj
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* 파일 : LoadedObj.h
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* 기능 : Caldron Engine내 CResourceMgr 을 이용해 로드 가능한 리소스 obj 들의 어미 class
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* 작성일 : 2004.01.06
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* history :
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wizardbug ( 2004.01.06)
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********************************************************************** */
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class CLoadedObj
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{
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public:
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CLoadedObj() : m_bLoaded(false),m_iReloadingCount(0),m_pByteDataObj(0),m_bFirst(0),m_iReferenceCount(0)
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{}
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CLoadedObj(const char *strFileName);
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virtual ~CLoadedObj();
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virtual bool Load(CCaldronByteDataObj *) = 0;
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virtual bool PostLoad() = 0;
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//virtual bool Unload() = 0;
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bool m_bLoaded;
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bool m_bFirst;
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char m_strName[256];
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int m_iReloadingCount; // ReLoading 횟수.
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unsigned int m_iReferenceCount;
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CCaldronByteDataObj *m_pByteDataObj;
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};
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}
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}
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#endif // !defined(AFX_LOADEDOBJ_H__7BBE3A5F_6665_4F40_AA4D_82BACEBC32D3__INCLUDED_)
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