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>
61 lines
1.5 KiB
C++
61 lines
1.5 KiB
C++
// DlgServerClosed.cpp : implementation file
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//
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#include "stdafx.h"
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#include "ryllogin.h"
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#include "DlgServerClosed.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CDlgServerClosed dialog
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CDlgServerClosed::CDlgServerClosed(CWnd* pParent /*=NULL*/)
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: CDialog(CDlgServerClosed::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CDlgServerClosed)
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// NOTE: the ClassWizard will add member initialization here
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//}}AFX_DATA_INIT
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}
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void CDlgServerClosed::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CDlgServerClosed)
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// NOTE: the ClassWizard will add DDX and DDV calls here
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CDlgServerClosed, CDialog)
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//{{AFX_MSG_MAP(CDlgServerClosed)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CDlgServerClosed message handlers
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BOOL CDlgServerClosed::OnInitDialog()
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{
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CDialog::OnInitDialog();
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// TODO: Add extra initialization here
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#ifdef _NATION_KR_
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((CWnd *)GetDlgItem(IDC_NOTICE))->SetWindowText("¼¹ö°¡ ´ÝÇô ÀÖ½À´Ï´Ù.");
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#elif _NATION_US_
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((CWnd *)GetDlgItem(IDC_NOTICE))->SetWindowText("Login Server is currently unavailable. \nPlease visit www.ryl.net for more information.");
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#else
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((CWnd *)GetDlgItem(IDC_NOTICE))->SetWindowText("Login Server is Close.");
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#endif
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return TRUE; // return TRUE unless you set the focus to a control
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// EXCEPTION: OCX Property Pages should return FALSE
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}
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