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.
27 lines
400 B
C++
27 lines
400 B
C++
#include "MW4Headers.hpp"
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#include "Flag.hpp"
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void Flag::SaveInstanceText(Stuff::Page *page)
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{
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BaseClass::SaveInstanceText(page);
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MString s(instanceName);
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s.ToLower();
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if (s == "flag_team0")
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{
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s = "Flag";
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}
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else if (s == "flag_team1")
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{
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s = "Blue Flag";
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}
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else if (s == "flag_team2")
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{
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s = "Red Flag";
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}
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page->SetEntry("LocalizedInstanceName", s);
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}
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