Initial MSVC 2008 projects workspace
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l2packets/L2Packets.h
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97
l2packets/L2Packets.h
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#ifndef L2PACKETS_H_
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#define L2PACKETS_H_
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/** \file L2Packets.h
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* Main include file to include all other library files related to Lineage II.
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*/
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// detect OS
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#if defined(_WIN32) || defined(WIN32) || defined(WINVER) || defined(_WIN32_WINNT)
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#undef L2PACKETS_WINDOWS
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#define L2PACKETS_WINDOWS
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#else
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#undef L2PACKETS_LINUX
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#define L2PACKETS_LINUX
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#endif
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/* some #defines come here
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* they determine some behaviour of L2Packets library
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*
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* L2LOGINP_DEBUGOUT_BLOWFISH - if defined, library reports to stdout errors/successes
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* about Blowfish encoding/decoding process of login server packets
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* L2LOGINP_DEBUGOUT_XOR - if defined, library reports to stdout errors/successes about
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* Init packet XOR decoding process
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* L2LOGINP_DEBUGOUT_CHKSUM - if defined, library reports to stdout about process of
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* appending checksum to login server packets
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* L2LOGINP_DEBUGOUT_PADDING - if defined, library reports to stdout about process of
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* padding login server packets to 8-byte boundary
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*
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* L2P_NETWORK_DEBUGOUT - debug messages about sending/receiving packets process
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*/
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// those should be defined in login/L2LoginPacket.h:
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//#define L2LOGINP_DEBUGOUT_BLOWFISH
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//#define L2LOGINP_DEBUGOUT_XOR
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//#define L2LOGINP_DEBUGOUT_CHKSUM
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//#define L2LOGINP_DEBUGOUT_PADDING
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// these should be defined in net_io headers (in both)
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//#define L2P_NETWORK_DEBUGOUT
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#include "L2_versions.h"
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#include "base/ByteArray.h"
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#include "base/L2BasePacket.h"
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#include "net_io/L2Packet_NetLayer.h"
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#include "net_io/L2PacketReceiver.h"
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#include "net_io/L2PacketSender.h"
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#include "login/L2LoginPacket.h"
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#include "login/server/L2Login_Init.h"
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#include "login/client/L2Login_RequestGGAuth.h"
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#include "login/server/L2Login_GGAuthResponse.h"
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#include "login/client/L2Login_RequestAuthLogin.h"
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#include "login/server/L2Login_LoginOK.h"
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#include "login/server/L2Login_LoginFail.h"
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#include "login/server/L2Login_AccountKicked.h"
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#include "login/client/L2Login_RequestServerList.h"
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#include "login/server/L2Login_ServerList.h"
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#include "login/client/L2Login_RequestServerLogin.h"
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#include "login/server/L2Login_PlayOK.h"
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#include "login/server/L2Login_PlayFail.h"
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#include "game/L2GamePacket.h"
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// game: from server
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#include "game/server/L2Game_AuthLoginFail.h"
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#include "game/server/L2Game_CharCreateFail.h"
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#include "game/server/L2Game_CharCreateSuccess.h"
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#include "game/server/L2Game_CharDeleteFail.h"
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#include "game/server/L2Game_CharDeleteSuccess.h"
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#include "game/server/L2Game_CharSelected.h"
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#include "game/server/L2Game_CharSelectionInfo.h"
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#include "game/server/L2Game_KeyPacket.h"
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#include "game/server/L2Game_NewCharacterSuccess.h"
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#include "game/server/L2Game_SSQInfo.h"
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// game: from client
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#include "game/client/L2Game_Action.h"
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#include "game/client/L2Game_AuthLogin.h"
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#include "game/client/L2Game_CharacterCreate.h"
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#include "game/client/L2Game_CharacterDelete.h"
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#include "game/client/L2Game_CharacterRestore.h"
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#include "game/client/L2Game_CharacterSelect.h"
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#include "game/client/L2Game_EnterWorld.h"
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#include "game/client/L2Game_NewCharacter.h"
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#include "game/client/L2Game_ProtocolVersion.h"
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#include "game/client/L2Game_RequestJoinParty.h"
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#include "game/client/L2Game_RequestGotoLobby.h"
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#include "game/client/L2Game_RequestUserCommand.h"
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#include "game/client/L2Game_UseItem.h"
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#include "pcode_obfuscator/L2PCodeObfuscator.h"
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#include "l2data/L2Data.h"
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#include "l2world/L2World.h"
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#include "packetNames/L2PacketNames.h"
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#include "xcpt/L2Packets_xcpt.h"
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#endif /*L2PACKETS_H_*/
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