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>
34 lines
1.1 KiB
C
34 lines
1.1 KiB
C
//----------------------------------------------------------------------------
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// File:
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//
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// Desc:
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//
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// Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
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//-----------------------------------------------------------------------------
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#ifndef _CLIENT_ID_H
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#define _CLIENT_ID_H
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//-----------------------------------------------------------------------------
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// Name:
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// Desc: Client IDs are 32-bit values that refer to a particular Client. They are
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// broken up into two bitfields, one of which can be used into an index
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// of a list of Client 'slots', the other bitfield is a "uniqueness" value
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// that is incremented each time a new Client is created. Hence, although
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// the same slot may be reused by different Clients are different times,
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// it's possible to distinguish between the two by comparing uniqueness
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// values (you can just compare the whole 32-bit id).
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//-----------------------------------------------------------------------------
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typedef DWORD CLClientID;
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#define CLIENT_SLOT_BITS 13
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#define MAX_CLIENTS (1<<CLIENT_SLOT_BITS)
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#define CLIENT_SLOT_MASK (MAX_CLIENTS-1)
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#endif
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