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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// ImageSpliter.cpp : Defines the class behaviors for the application.
//
#include "stdafx.h"
#include "ImageSpliter.h"
#include "ImageSpliterDlg.h"
#include "..\..\..\Libraries\ImageLib\Image.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CImageSpliterApp
BEGIN_MESSAGE_MAP(CImageSpliterApp, CWinApp)
//{{AFX_MSG_MAP(CImageSpliterApp)
// NOTE - the ClassWizard will add and remove mapping macros here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_MSG
ON_COMMAND(ID_HELP, CWinApp::OnHelp)
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CImageSpliterApp construction
CImageSpliterApp::CImageSpliterApp()
{
// TODO: add construction code here,
// Place all significant initialization in InitInstance
}
/////////////////////////////////////////////////////////////////////////////
// The one and only CImageSpliterApp object
CImageSpliterApp theApp;
/////////////////////////////////////////////////////////////////////////////
// CImageSpliterApp initialization
BOOL CImageSpliterApp::InitInstance()
{
AfxEnableControlContainer();
// Standard initialization
// If you are not using these features and wish to reduce the size
// of your final executable, you should remove from the following
// the specific initialization routines you do not need.
#ifdef _AFXDLL
Enable3dControls(); // Call this when using MFC in a shared DLL
#else
Enable3dControlsStatic(); // Call this when linking to MFC statically
#endif
CImageSpliterDlg dlg;
m_pMainWnd = &dlg;
CString clne,mname;
clne=m_lpCmdLine;
int loc;
loc=clne.Find("-map");
if(loc!=-1)
{
int crs;
for(crs=0;clne[crs]!=' ' && clne[crs]!=0;crs++);
mname=clne.Mid(loc,crs);
//SplitOffline(mname);
}
else
{
int nResponse = dlg.DoModal();
if (nResponse == IDOK)
{
// TODO: Place code here to handle when the dialog is
// dismissed with OK
}
else if (nResponse == IDCANCEL)
{
// TODO: Place code here to handle when the dialog is
// dismissed with Cancel
}
}
// Since the dialog has been closed, return FALSE so that we exit the
// application, rather than start the application's message pump.
return FALSE;
}
void CImageSpliterApp::SplitOffline(CString &mname,CString &zone)
{
int m_ppseg=4,m_BorderPixels=2;
CString m_ImgName,m_OBase,m_tardir;
m_ImgName="\\AAS1\\MW4\\Art\\Maps\\"+mname+"\\"+mname+"_"+zone+".tif";
m_tardir="Content\\Textures\\Maps\\"+mname+"\\"+zone;
m_OBase=mname;
}