📄 clientgamestruct.h
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#ifndef __CLIENTGAMESTRUCT_H__
#define __CLIENTGAMESTRUCT_H__
//------------------------------------------------------------------------------------
//
// ClientGameStruct.h: Ŭ¶óÀÌ¾ðÆ® °ÔÀӽýºÅÛ¿¡¼¸¸ »ç¿ëÇÏ´Â struct Á¤ÀÇ
//
// »ç¿ë ¿øÄ¢:
// 1. comment¸¦ ÇÑ´Ù
// 2. ÀÌ ÆÄÀÏ¿¡ »ç¿ëÇϱ⿡ Àû´çÇÑÁö ´Ù½Ã Çѹø »ý°¢ÇÑ´Ù
//
//------------------------------------------------------------------------------------
class CObject;
typedef CObject* LPOBJECT;
template<class T>
class ObjectArray {
public:
DWORD nTempCount; // ¼øÂ÷Á¢±ÙÀ» À§ÇÑ º¯¼ö
DWORD nObjectNum;
T pObjectArray[MAX_TARGET_NUM];
void Init() { nObjectNum = 0; }
void AddObject(T Object)
{
pObjectArray[nObjectNum++] = Object;
}
void SetPositionHead() { nTempCount = 0; }
T GetNextObject() {
if(nTempCount >= nObjectNum)
return NULL;
else
return pObjectArray[nTempCount++];
}
};
struct GameLoadingParam
{
DWORD selectedCharNum;
DWORD m_MapNum;
};
#endif //__CLIENTGAMESTRUCT_H__
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