Files
Client/Engine/Zalla3D Scene Class/Z3DCharacterModel.cpp
LGram16 e067522598 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>
2025-11-29 16:24:34 +09:00

58 lines
1.2 KiB
C++

// Z3DCharacterModel.cpp: implementation of the CZ3DCharacterModel class.
//
//////////////////////////////////////////////////////////////////////
#include "Z3DCharacterModel.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
#include "SimpleParser.h"
#include "GMMemory.h"
// static members
std::list<CZ3DCharacterModel*> CZ3DCharacterModel::ms_list_pModel;
SimpleString CZ3DCharacterModel::ms_strDataPath;
bool CZ3DCharacterModel::_Init( const char* szDataPath )
{
//_ASSERT( pStub );
//ms_rpStub = pStub;
int l = strlen( szDataPath );
if( '\\' == szDataPath[l-1] || '/' == szDataPath[l-1] )
{
ms_strDataPath( szDataPath );
}
else
{
ms_strDataPath( szDataPath, "/" );
}
/*g_ContOutfitTable.SetFilePath( szDataPath );
g_ContWeaponTable.SetFilePath( szDataPath );
// preloading desired outfit tables
H3DOutfitTableTag tagTmp;
if( false == g_ContOutfitTable.GetObject( tagTmp, "PC_MAN.outfit" ) )
{
return false;
}
if( false == g_ContOutfitTable.GetObject( tagTmp, "PC_WOMAN.outfit" ) )
{
return false;
}*/
CZ3DGradeEffectHandler::Init();
return true;
}
//void CZ3DCharacterModel::Close();