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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#include "Content\\ShellScripts\\stddefs.h"
// This control created by brennanp 6.14.2000 ??Problems?? call x53796
//
// Parameters to pass into text object
// position posRender //Where on the pane the bitmap will be drawn
// string szBitmap //The path and file name of the bitmap to be displayed
// int nFrames = 1 //The number of frames in a stacked bitmap
// int nCurrFrame = 0 //The frame of a stacked bitmap to be displayed (Current Frame is 0 based)
// int nWidth //The width of the Bitmap (a calculated value)
// int nHeight //The height of the pane (calculated from the bitmap height or bitmap height/nFrames)
// int nMode //0=no alpha, 1=4-bit alpha, 2=1-bit alpha
// int fVolatile //Make the pane Volatile if it is going to use a stacked bitmap
// int fRegion //Should the pane have a region
// int nHelpID //ResID for rollover help
// int nScaleX = 100 //Percentages to scales the pane (Assumed to be 100(1:1), Can be init'd if you want to scale)
// int nScaleY = 100
// int nScaleZ = 100
// int nRotateZ = 0 //Degrees to rotate the pane around the z axis(Assumed to be 0, Can be init'd if you want to rotate)
// int nPColor = 0 //Sets the color of the pane(Assumed to be 0, Can be init'd if you want to change color)
// bitmap bmpImage //Local variable for the bitmap
// pane pPane //The pane
//How to Initialize the Text object
// object oPane = s_Pane
// oPane.location =
// oPane.szBitmap =
// oPane.nFrames =
// oPane.nCurrFrame =
// oPane.nMode =
// oPane.fVolatile =
// oPane.fRegion =
// oPane.nHelpID =
// initialize(oPane)
//These defines have to be used for the pane object to work
//#define nMSG_UPDATESTATE 10000
//#define nMSG_CLICKED 10001
//BUGBUG:TODO: Put in Rollover help support
//BUGBUG:TODO: Put in Clicked message support
//BUGBUG:TODO: Put in Region (Entered/Exited) support
s_Pane
{
GUI_CREATE
{
position posRender
string szBitmap
int nFrames = 1
int nCurrFrame = 0
int nWidth
int nHeight
int nMode
int fVolatile
int fRegion
int nHelpID
int nScaleX = 100
int nScaleY = 100
int nScaleZ = 100
int nRotateZ = 0
int nPColor = 0
int nRollover = 1
bitmap bmpImage
pane pPane
location = 0, 0, nZ_PANE
catchup = 0
}
GUI_INIT
{
//
//Non volatile panes are always assumed to have a single frame...
//
if (fVolatile)
{
//
//Get image into bitmap and use its dimensions to create the pane
//
bmpImage = szBitmap
nWidth = getwidth(bmpImage)
nHeight = getheight(bmpImage) / nFrames
pPane = nWidth, nHeight, nMode, volatile
mail (nMSG_UPDATESTATE, this)
}
//
//Non volatile panes are always assumed to have a single frame...
//
if (fVolatile)
{
//
//Set the frame to display...
//
mail(nCurrFrame, this)
}
else
{
pPane = szBitmap, nMode, nonvolatile
nWidth = getwidth(pPane)
nHeight = getheight(pPane)
mail (nMSG_UPDATESTATE, this)
}
}
REGION_ENTERED
{
if(nRollover)
{
oRollover.nHelpID = nHelpID
mail (nMSG_INPUT_RESID,oRollover)
}
}
REGION_EXITED
{
if(nRollover)
{
mail (nMSG_CLEARHELP,oRollover)
}
}
LBUTTON_UPDATE
{
if (BUTTON_CLICKED == mouse.left)
{
mail(nMSG_CLICKED, parent)
}
}
GUI_MAILBOX
{
int nMsg = getmessage()
if (nMSG_UPDATESTATE != nMsg)
{
nCurrFrame = nMsg
//
//blit new visual state...
//
blit bmpImage (0, nHeight * nCurrFrame to nWidth, nHeight * (nCurrFrame + 1)), 0,0 on pPane
update(pPane)
}
else
{
//
//If alpha specified, set alpha mode
//
if (1 == nMode) //4-bit alpha
{
alphamode(pPane) = am_alpha_alphainvalpha
}
scale(pPane) = nScaleX, nScaleY, nScaleZ
//
//If this pane is supposed to have a region...
//
if (fRegion)
{
//
//If the parent script didn't specify a region before initializing this pane, set the
//region equal to the full size of the pane...
//
//if (region.p1.x >= region.p2.x)
//{
region = pPane
//}
}
else
{
region = 0,0 to 0, 0
}
if (!relative)
{
posRender.x = location.x
posRender.y = location.y
}
rotate(pPane) = 0, 0, nRotateZ
if (0 != nPColor)
{
color(pPane) = nPColor
}
}
}
GUI_DRAW
{
render pPane, posRender.x, posRender.y
}
}