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.
34 lines
711 B
C++
34 lines
711 B
C++
#include "stdafx.h"
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#include "MW4GameEd.h"
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#include "EditorChildWnd.h"
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#include <direct.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include "MoveCommand.h"
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#include "AddCommand.h"
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#include "InstanceWindow.h"
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#include "DeleteCommand.h"
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#include <Adept\NameTable.hpp>
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#include <mw4\objective.hpp>
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#include "objectivedlg.h"
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#include "EditorWayPoint.h"
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void EditObjective (Entity *entity)
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{
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Objective *obj;
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EditorObjectiveMarker *marker;
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Check_Object (entity);
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Verify (entity->IsDerivedFrom (EditorObjectiveMarker::DefaultData));
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marker = Cast_Object (EditorObjectiveMarker *,entity);
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obj = marker->objective;
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ObjectiveDLG dlg (obj);
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if (dlg.DoModal() == IDOK)
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{
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}
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}
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