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>
171 lines
7.2 KiB
C
171 lines
7.2 KiB
C
//{{NO_DEPENDENCIES}}
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// Microsoft Developer Studio generated include file.
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// Used by EffectEditor.rc
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//
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#define IDD_ABOUTBOX 100
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#define IDD_PARTICLE1 101
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#define IDS_PROPSHT_CAPTION 102
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#define IDD_PROPPAGE1 103
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#define IDD_PARTICLE 103
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#define IDD_PROPPAGE2 104
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#define IDD_CYLINDER 104
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#define IDD_PROPPAGE3 105
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#define IDD_BILLBOARD 105
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#define IDD_PROPPAGE4 106
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#define IDD_PLANE 106
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#define IDS_PROPSHT_CAPTION1 107
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#define IDD_MESH 107
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#define IDD_KEY 108
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#define IDD_SCENARIOBAR 109
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#define IDR_MAINFRAME 128
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#define IDR_EFFECTTYPE 129
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#define IDD_KEYBAR 130
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#define IDD_EFFECTBAR 131
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#define IDD_SPHERE 132
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#define IDC_TEXTURE 1000
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#define IDC_WIDTH 1001
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#define IDC_HEIGHT 1002
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#define IDC_CENX 1007
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#define IDC_CENY 1008
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#define IDC_CENZ 1009
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#define IDC_ALPHA 1010
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#define IDC_COLR 1011
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#define IDC_COLG 1012
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#define IDC_COLB 1013
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#define IDC_BROWSE 1014
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#define IDC_CREATE 1015
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#define IDC_STARTFRAME 1016
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#define IDC_ENDFRAME 1017
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#define IDC_EFORCEX 1018
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#define IDC_DELETE 1019
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#define IDC_TILEU 1020
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#define IDC_EFORCEY 1020
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#define IDC_TILEV 1021
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#define IDC_EFORCEZ 1021
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#define IDC_SCEALPHA 1022
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#define IDC_TOTALFRAME 1023
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#define IDC_PREFRAME 1024
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#define IDC_KEYSLIDER 1025
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#define IDC_STARTU 1028
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#define IDC_STARTV 1029
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#define IDC_TEXSTATIC 1030
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#define IDC_TEXANI 1031
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#define IDC_TEXFRAME 1032
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#define IDC_TEXSPEED 1033
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#define IDC_STARTTEXFRAME 1033
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#define IDC_ANGLE 1036
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#define IDC_ROTATION 1038
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#define IDC_AMOUNT 1041
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#define IDC_POWER 1042
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#define IDC_PLAY 1043
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#define IDC_LIFETIME 1044
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#define IDC_STOP 1044
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#define IDC_FRAMESEC 1046
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#define IDC_LIFETIMESEED 1047
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#define IDC_POWERSEED 1048
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#define IDC_LOOP 1048
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#define IDC_VOLX 1049
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#define IDC_VOLY 1050
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#define IDC_VOLZ 1051
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#define IDC_NOVOLUME 1052
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#define IDC_SQUAREVOLUME 1053
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#define IDC_CIRCLEVOLUME 1054
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#define IDC_RADIUS 1056
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#define IDC_INNERRADIUS 1057
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#define IDC_AXISX 1058
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#define IDC_AXISY 1059
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#define IDC_AXISZ 1060
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#define IDC_DIRX 1061
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#define IDC_DIRY 1062
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#define IDC_PREPRO 1062
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#define IDC_DIRZ 1063
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#define IDC_SCENARIO 1067
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#define IDC_AUTO 1068
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#define IDC_AUTOTIME 1069
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#define IDC_SPAWNNING 1070
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#define IDC_UPPERHEIGHT 1071
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#define IDC_LOWERHEIGHT 1072
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#define IDC_UPPERRADIUS 1073
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#define IDC_LOWERRADIUS 1074
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#define IDC_SIDEPLANE 1075
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#define IDC_SEGMENT 1076
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#define IDC_UPPERVIS 1080
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#define IDC_UPPERUP 1081
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#define IDC_LOWERVIS 1082
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#define IDC_LOWERUP 1083
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#define IDC_UPPERFACTOR 1084
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#define IDC_LOWERFACTOR 1085
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#define IDC_HEIGHTFACTOR 1086
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#define IDC_UPPERTEX 1089
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#define IDC_LOWERTEX 1090
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#define IDC_TEST 1092
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#define IDC_POINTSLIDER 1095
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#define IDC_AXISALIGNED 1096
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#define IDC_CONTINUOUS 1097
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#define IDC_RED 1098
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#define IDC_GREEN 1099
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#define IDC_BLUE 1100
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#define IDC_CBSRC 1105
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#define IDC_CBADDRESSU 1106
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#define IDC_MESH 1106
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#define IDC_CBDEST 1107
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#define IDC_CBADDRESSV 1108
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#define IDC_OBECJTMAX 1108
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#define IDC_OBJECTNUM 1109
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#define IDC_INCFRAME 1111
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#define IDC_WAVNAME 1112
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#define IDC_WAV 1113
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#define ID_CHAR_VISIBLE 32771
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#define ID_CHAR_INVISIBLE 32772
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#define ID_CHAR_WAIT 32775
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#define ID_CHAR_WALK 32776
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#define ID_CHAR_RUN 32777
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#define ID_CHAR_ATTACK 32778
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#define ID_CHAR_BACK 32779
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#define ID_CHAR_LEFT 32780
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#define ID_CHAR_RIGHT 32781
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#define ID_CHAR_ATTACKED 32782
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#define ID_CHAR_FALLDOWN 32783
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#define ID_CHAR_STUN 32784
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#define ID_CHAR_CAST_BEGIN 32785
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#define ID_CHAR_CASTING 32786
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#define ID_CHAR_CASTING2 32787
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#define ID_CHAR_CRIP_WEAPON 32789
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#define ID_CHAR_TAKE_OUT_WEAPON 32790
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#define ID_CHAR_PUT_IN_WEAPON 32791
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#define ID_CHAR_RESTORE_HAND 32792
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#define ID_CHAR_ATTACK_LEFT 32793
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#define ID_CHAR_ATTACK_RIGHT 32794
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#define ID_CHAR_ATTACK_ADVANCE 32795
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#define ID_CHAR_ATTACK_RETREAT 32796
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#define ID_CHAR_SIT_DOWN 32797
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#define ID_CHAR_REST 32798
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#define ID_CHAR_GET_UP 32799
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#define ID_CHAR_BASH 32801
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#define ID_CHAR_NORMAL 32802
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#define ID_CHAR_BATTLE 32803
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#define ID_CHAR_NOWEAPONB 32804
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#define ID_CHAR_ONEHAND 32805
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#define ID_CHAR_TWOHAND 32806
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#define ID_CHAR_BLUNT 32807
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#define ID_CHAR_BOW 32808
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#define ID_CHAR_DAGGER 32809
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#define ID_CHAR_CROSSBOW 32810
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#define ID_CHAR_M_CAST_BEGIN 32811
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#define ID_CHAR_M_CASTING1 32812
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#define ID_CHAR_M_CASTING2 32813
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#define ID_CHAR_BLOW 32814
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#define ID_CHAR_ROUND_SWING 32815
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// Next default values for new objects
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//
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#ifdef APSTUDIO_INVOKED
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#ifndef APSTUDIO_READONLY_SYMBOLS
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#define _APS_3D_CONTROLS 1
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#define _APS_NEXT_RESOURCE_VALUE 138
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#define _APS_NEXT_COMMAND_VALUE 32816
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#define _APS_NEXT_CONTROL_VALUE 1114
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#define _APS_NEXT_SYMED_VALUE 110
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#endif
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#endif
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