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>
30 lines
1.3 KiB
C++
30 lines
1.3 KiB
C++
#ifndef _GAMA_CLIENT_SEND_ATTACK_PACKET_H_
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#define _GAMA_CLIENT_SEND_ATTACK_PACKET_H_
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#include <DB/DBdefine.h>
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#include <Network/Packet/PacketStruct/CharAttackPacketStruct.h>
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// forward decl.
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struct CHAR_CREATE;
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class ClientSocket;
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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 CharAttack(ClientNet::CClientEventHandler* lpHandler, unsigned long CharID_In, POS* lpPos_In, float Dir_In, AtType &AtType_In, AtNode &AtNode_In);
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bool CharRespawn(ClientNet::CClientEventHandler* lpHandler, unsigned long CharID_In, unsigned char cCmd_In, POS& Pos_In, unsigned long dwTownID_In);
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bool CharRespawnInfo(ClientNet::CClientEventHandler* lpHandler, unsigned long CharID_In);
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bool CharRespawnAreaInfo(ClientNet::CClientEventHandler* lpHandler, unsigned long CharID_In, unsigned long TownID_In);
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bool CharRespawnWaitQueue(ClientNet::CClientEventHandler* lpHandler, unsigned long CharID_In);
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bool CharPeaceMode(ClientNet::CClientEventHandler* lpHandler, unsigned long dwCharID_In, bool bPeace_In);
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bool CharSwitchHand(ClientNet::CClientEventHandler* lpHandler, unsigned char SelectHand_In);
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bool CharDuelCmd(ClientNet::CClientEventHandler* lpHandler, unsigned long SenderID_In, unsigned long RecverID_In, unsigned char Cmd_In);
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}
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#endif |