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.
53 lines
1.2 KiB
C++
53 lines
1.2 KiB
C++
// MoveProps.cpp : implementation file
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//
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#include "stdafx.h"
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#include "pixelwhippro.h"
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#include "MoveProps.h"
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/////////////////////////////////////////////////////////////////////////////
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// CMoveProps dialog
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CMoveProps::CMoveProps(CWnd* pParent /*=NULL*/)
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: CDialog(CMoveProps::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CMoveProps)
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m_rtime = 0.0;
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m_velx = 0.0f;
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m_vely = 0.0f;
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m_velz = 0.0f;
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m_accy = 0.0f;
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m_accx = 0.0f;
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m_accz = 0.0f;
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//}}AFX_DATA_INIT
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}
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void CMoveProps::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CMoveProps)
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DDX_Text(pDX, IDC_RTIME, m_rtime);
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DDV_MinMaxDouble(pDX, m_rtime, 0., 9999999.);
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DDX_Text(pDX, IDC_VELX, m_velx);
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DDX_Text(pDX, IDC_VELY, m_vely);
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DDX_Text(pDX, IDC_VELZ, m_velz);
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DDX_Text(pDX, IDC_ACCY, m_accy);
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DDX_Text(pDX, IDC_ACCX, m_accx);
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DDX_Text(pDX, IDC_ACCZ, m_accz);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CMoveProps, CDialog)
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//{{AFX_MSG_MAP(CMoveProps)
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// NOTE: the ClassWizard will add message map macros here
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CMoveProps message handlers
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