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.
57 lines
1.4 KiB
C++
57 lines
1.4 KiB
C++
#if !defined(AFX_PARAMPAGE_H__2FC2D4B0_6B42_11D3_9C1B_00609712FBEF__INCLUDED_)
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#define AFX_PARAMPAGE_H__2FC2D4B0_6B42_11D3_9C1B_00609712FBEF__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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// ParamPage.h : header file
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//
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#include "AnimScriptDoc.h"
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/////////////////////////////////////////////////////////////////////////////
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// CParamPage dialog
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class CParamPage : public CPropertyPage
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{
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DECLARE_DYNCREATE(CParamPage)
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// Construction
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public:
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CAnimScriptDoc *m_pDocument;
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bool m_bInitialized;
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CParamPage();
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CParamPage(UINT);
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~CParamPage();
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virtual void OnCreateExec();
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// Dialog Data
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//{{AFX_DATA(CParamPage)
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// enum { IDD = _UNKNOWN_RESOURCE_ID_ };
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// NOTE - ClassWizard will add data members here.
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// DO NOT EDIT what you see in these blocks of generated code !
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//}}AFX_DATA
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// Overrides
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// ClassWizard generate virtual function overrides
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//{{AFX_VIRTUAL(CParamPage)
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protected:
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virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
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//}}AFX_VIRTUAL
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// Implementation
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protected:
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// Generated message map functions
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//{{AFX_MSG(CParamPage)
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// NOTE: the ClassWizard will add member functions here
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_PARAMPAGE_H__2FC2D4B0_6B42_11D3_9C1B_00609712FBEF__INCLUDED_)
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