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.
71 lines
1.5 KiB
C++
71 lines
1.5 KiB
C++
// PointLightPanel.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 "PointLightPanel.h"
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#include "GUILight.h"
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/////////////////////////////////////////////////////////////////////////////
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// CPointLightPanel dialog
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CPointLightPanel::CPointLightPanel(GUIPointLight *gobj,UndoCommand **cmd,CWnd* pParent)
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: CPanelDlg(CPointLightPanel::IDD, pParent)
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{
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MyObj=gobj;
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CmdLst=cmd;
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//{{AFX_DATA_INIT(CPointLightPanel)
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m_Inner = 0.0f;
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m_Outer = 0.0f;
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//}}AFX_DATA_INIT
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}
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void CPointLightPanel::DoDataExchange(CDataExchange* pDX)
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{
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CPanelDlg::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CPointLightPanel)
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DDX_Text(pDX, IDC_INNER, m_Inner);
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DDX_Text(pDX, IDC_OUTER, m_Outer);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CPointLightPanel, CPanelDlg)
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//{{AFX_MSG_MAP(CPointLightPanel)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CPointLightPanel message handlers
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void CPointLightPanel::OnOK()
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{
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UpdateData(TRUE);
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MyObj->SetInnerRad(m_Inner);
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MyObj->SetOuterRad(m_Outer);
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//CPanelDlg::OnOK();
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}
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void CPointLightPanel::OnCancel()
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{
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//CPanelDlg::OnOK();
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}
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BOOL CPointLightPanel::OnInitDialog()
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{
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CPanelDlg::OnInitDialog();
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m_Inner=MyObj->GetInnerRad();
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m_Outer=MyObj->GetOuterRad();
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// TODO: Add extra initialization here
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UpdateData(FALSE);
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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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