Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS

Complete disaster-recovery snapshot: engine/game source, game data assets,
VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive.
Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false,
no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
This commit is contained in:
Cyd
2026-06-24 21:28:16 -05:00
commit 2b8ca921cb
66341 changed files with 7923174 additions and 0 deletions
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// GridProps.cpp : implementation file
//
#include "stdafx.h"
#include "mw4gameed.h"
#include "GridProps.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CGridProps dialog
CGridProps::CGridProps(CWnd* pParent /*=NULL*/)
: CDialog(CGridProps::IDD, pParent)
{
//{{AFX_DATA_INIT(CGridProps)
m_GSize = 0.0f;
//}}AFX_DATA_INIT
}
void CGridProps::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CGridProps)
DDX_Text(pDX, IDC_GSIZE, m_GSize);
DDV_MinMaxFloat(pDX, m_GSize, 2.f, 1000.f);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CGridProps, CDialog)
//{{AFX_MSG_MAP(CGridProps)
// NOTE: the ClassWizard will add message map macros here
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CGridProps message handlers