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Cyd 2b8ca921cb 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.
2026-06-24 21:28:16 -05:00

44 lines
1.2 KiB
C++

// GUIFXGenerator.h: interface for the GUIFXGenerator class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_GUIFXGENERATOR_H__50DCEFD0_D7DA_4A7C_B528_E896D6C9ABCC__INCLUDED_)
#define AFX_GUIFXGENERATOR_H__50DCEFD0_D7DA_4A7C_B528_E896D6C9ABCC__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "EdGameObject.h"
class GUIFXGenerator : public EdGameObject
{
private:
protected:
void Copy(GUIFXGenerator &obj);
void BuildDisplayInfoFromData();
public:
bool IsNightOnly();
void SetNightOnly(bool flag);
bool IsRandom();
void SetRandom(bool flag);
Scalar GetDelay();
void SetDelay(Scalar delay);
ResourceID GetEffect();
void SetEffect(ResourceID &rid);
EdGUIObject *Clone();
GUIFXGenerator();
GUIFXGenerator(CString name,Point3D &pnt);
void AddPanel(CObjPanelDlg *pnl,UndoCommand **cmd);
virtual ~GUIFXGenerator();
void UpdateVisibility(DWORD visflag) { SetHide(visflag&SHOW_FX?false:true);}
int GetUnSelIcon() {return ICON_FXGEN; }
int GetSelIcon() {return ICON_FXGEN; }
CString GetTypeName() {return ("FXGenerator");}
};
#endif // !defined(AFX_GUIFXGENERATOR_H__50DCEFD0_D7DA_4A7C_B528_E896D6C9ABCC__INCLUDED_)