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.
51 lines
1.1 KiB
C++
51 lines
1.1 KiB
C++
// ObjPanelDlg.cpp : implementation file
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//
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#include "stdafx.h"
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#include "MW4GameEd2.h"
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#include "ObjPanelDlg.h"
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#include<Stuff\Stuff.hpp>
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/////////////////////////////////////////////////////////////////////////////
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// CObjPanelDlg dialog
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CObjPanelDlg::CObjPanelDlg(CWnd* pParent /*=NULL*/)
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: CPanelHolderDlg(CObjPanelDlg::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CObjPanelDlg)
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//}}AFX_DATA_INIT
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NameOverride="";
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LMode=PDL_FIXVERT;
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}
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void CObjPanelDlg::DoDataExchange(CDataExchange* pDX)
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{
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CPanelHolderDlg::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CObjPanelDlg)
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CObjPanelDlg, CPanelHolderDlg)
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//{{AFX_MSG_MAP(CObjPanelDlg)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CObjPanelDlg message handlers
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BOOL CObjPanelDlg::OnInitDialog()
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{
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CDialog::OnInitDialog();
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if(NameOverride!="") SetWindowText(NameOverride);
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// TODO: Add extra initialization here
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return TRUE; // return TRUE unless you set the focus to a control
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// EXCEPTION: OCX Property Pages should return FALSE
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}
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