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.
38 lines
860 B
C++
38 lines
860 B
C++
#include "MW4Headers.hpp"
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#include <GOSScript\GOSScriptHeaders.hpp>
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#include <GameOS\ToolOS.hpp>
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#include "PopUp.hpp"
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#include <Stuff\Stuff.hpp>
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namespace gosScript
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{
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PopUp::PopUp(char * boxtitle,char * msg)
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{
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m_boxtitle = (char *)gos_Malloc(strlen(boxtitle)+1);
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m_boxtitle[0] = 0;
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strcpy(m_boxtitle,boxtitle);
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m_message = (char *)gos_Malloc(strlen(msg)+1);
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m_message[0] = 0;
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strcpy(m_message,msg);
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gosScript_RegisterVariable("boxtitle",&m_boxtitle,GOSVAR_STRING,0, NULL);
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gosScript_RegisterVariable("boxmessage",&m_message,GOSVAR_STRING,0, NULL);
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}
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PopUp::~PopUp()
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{
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gosScript_UnregisterVariable("boxtitle");
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gosScript_UnregisterVariable("boxmessage");
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gos_Free(m_boxtitle);
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gos_Free(m_message);
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}
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void PopUp::Execute()
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{
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gosScript_ExecuteScript("popup.script",0x2000,NULL);
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}
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} // namespace gosScript
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