📄 handler_ag_zone.h
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#pragma once
#define Handler_AG_ZONE_DECL( p ) static VOID On##p( ServerSession * pServerSession, MSG_BASE * pMsg, WORD wSize )
#define Handler_AG_ZONE_IMPL( p ) VOID Handler_AG_ZONE::On##p( ServerSession * pServerSession, MSG_BASE * pMsg, WORD wSize )
class ServerSession;
struct MSG_BASE;
class Handler_AG_ZONE
{
public:
Handler_AG_ZONE(void);
~Handler_AG_ZONE(void);
Handler_AG_ZONE_DECL( AG_ZONE_LOBBY_CREATE_CMD );
Handler_AG_ZONE_DECL( AG_ZONE_HUNTING_CREATE_CMD );
Handler_AG_ZONE_DECL( AG_ZONE_MISSION_CREATE_CMD );
Handler_AG_ZONE_DECL( AG_ZONE_PVP_CREATE_CMD );
Handler_AG_ZONE_DECL( AG_ZONE_VILLAGE_CREATE_CMD );
Handler_AG_ZONE_DECL( AG_ZONE_ROOM_DESTROY_CMD );
Handler_AG_ZONE_DECL( AG_ZONE_ROOM_JOIN_CMD );
Handler_AG_ZONE_DECL( AG_ZONE_ROOM_JOIN_SYN );
Handler_AG_ZONE_DECL( AG_ZONE_ROOM_LEAVE_CMD );
Handler_AG_ZONE_DECL( AG_ZONE_ROOM_LEAVE_SYN );
Handler_AG_ZONE_DECL( AG_ZONE_MASTER_CHANGED_CMD );
Handler_AG_ZONE_DECL( AG_ZONE_PVP_INFO_CMD );
Handler_AG_ZONE_DECL( AG_ZONE_VILLAGE_MOVE_SYN );
};
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