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>
41 lines
1.1 KiB
C++
41 lines
1.1 KiB
C++
// InHouseObjectMap.h: interface for the CInHouseObjectMap class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_INHOUSEOBJECTMAP_H__EBFE3FAB_0291_4FC1_83C5_403C61804DA4__INCLUDED_)
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#define AFX_INHOUSEOBJECTMAP_H__EBFE3FAB_0291_4FC1_83C5_403C61804DA4__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 "3DMath.h"
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#include "BaseDataDefine.h"
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#include <vector>
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class CInHouseObjectMap
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{
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public:
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char m_strInName[MAX_NAMEBUFFER];
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char m_strMedName[MAX_NAMEBUFFER];
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char m_strOutName[MAX_NAMEBUFFER];
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char m_strBspName[MAX_NAMEBUFFER];
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std::vector<char*> m_strObjectNameList;
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std::vector<matrix> m_matObjectList;
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std::vector<bool> m_isAlpha;
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std::vector<bool> m_isLight;
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std::vector<long> m_ObjectID;
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std::vector<char*> m_strLightNameList;
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std::vector<matrix> m_matLightList;
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std::vector<float> m_fLightRange;
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std::vector<color> m_LightColor;
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std::vector<long> m_LightID;
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CInHouseObjectMap();
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virtual ~CInHouseObjectMap();
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};
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#endif // !defined(AFX_INHOUSEOBJECTMAP_H__EBFE3FAB_0291_4FC1_83C5_403C61804DA4__INCLUDED_)
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